7 Days To Die

7 Days To Die Dev Tracker




26 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Lord-Knight Fandragon:
Originally posted by SylenThunder: The core code for it was removed because the overhead was too high with the new AI pathing code. Once the game gets into optimization, it may be added back if there is enough room to allow it.

Though at the rate these devs seem to work, optimizations and this game getting done wont happen before the heat death of the universe.
You people are hilarious.

At the rate the devs are working, ... Read more

25 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
The core code for it was removed because the overhead was too high with the new AI pathing code. Once the game gets into optimization, it may be added back if there is enough room to allow it.
Comment
    SylenThunder on Steam Forums - Thread - Direct
It's how most people play the game.
Comment
    Shurenai on Steam Forums - Thread - Direct
Looks normal ish to me? Forest is now the 'center' biome, and all other biomes ring around it.
Comment
    Shurenai on Steam Forums - Thread - Direct
There's been a modding system for awhile now that functions pretty similarly to minecraft's own.

Steam modding sub-forum:
... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by JimmyIowa:
Originally posted by Crater Creator: You know, I’m trying to think of the downsides of this idea, and I’m not coming up with much.

I can forsee some pretty game-breaking exploits about instant-replacement of player modified areas, including instantly repairing all damage to your POI base from horde night.

Build a base in tier 5 POI. Make it fancy with lots of expensive traps and turrets (because they will all be replaced for free in the morning,...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by JimmyIowa: If they restored quest POIs to original condition after the quest, presumably without zombies because that's what you want for your base, you could just re-loot it again for free without zombies. This may not seem like a big deal at first, but it is later for tier 5 quests tons of loot and cars out front. Probably using your LCB for its intended purpose and paying attention is a better solution.

No, not restore it to its original state. Restore it to its pre-quest state: the state it was in the instant before you pressed the key to start the quest. If there were unopened loot containers in there before you started the quest, then they go back to that unopened state when the POI resets af... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Mars:
Originally posted by Crater Creator:
You know, I’m trying to think of the downsides of this idea, and I’m not coming up with much. They’d broadly fall into two categories: exploits and technical hurdles.

The exploits could basically occur if the person doing the quest and the person building the base are different people with different motives. For instance, a skyscraper POI could be demolished ahead of time. Then the quester kills the last zombie on the top f...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Mars: ...if devs could consider maybe putting things back to how they were after the person doing the quest leaves the area, even after completing it. that'd be alot cooler.
not instantly so it doesnt punish people who get the bag and dont loot everything first.

You know, I’m trying to think of the downsides of this idea, and I’m not coming up with much. They’d broadly fall into two categories: exploits and technical hurdles.

The exploits could basically occur if the person doing the quest and the person building the base are different people with different motives. For instance, a skyscraper POI could be demolished ahead of time. Then the quester kills the last zombie on the top floor, the quest completes, the POI resets, the building reverts to its demolished state, and the quester falls to their death like Wile E. Coyote. But that’s prevented if the game waits until t... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
If you place your LandClaim Block or a bedroll down, it won't reset.
Comment
    SylenThunder on Steam Forums - Thread - Direct
The game used to have a mini map. It was removed because of the clutter, and because they determined it was OP for the survival aspects. That was back around Alpha 8.

Auto-run is not something you will see in most games with stamina loss. As a result, you are not likely to ever see it in this game.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Hexerin: "Automated" and "afk"... you guys keep using these terms, but they don't mean what you are thinking they mean.
If you can place so many traps that you can completely ignore Horde night in it's entirety and not even notice, Then you have effectively automated and AFK'd the horde. You, personally, were not involved. And you can in fact place so many that you can

Yes; You made the traps. And that takes time and effort, But the time and effort to make the traps itself already rewards you with experience. And yes, It's not infinitely repeatable without eventual player action. But, It remains that if you can just not bother with the horde night and still win, AND if you got exp from trap kills st... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Zindai: the auger seems to attract them very easily for some weird reason. The devs need to adjust it so that i can mine in peace.
More specifically, It's an auger while mining Iron that attracts screamers super easily. Mining iron in general is very loud because the material is very hard. Pairing that with an also incredibly loud auger just makes for a screamer spawning simulator... It's unlikely they'll rebalance this as it's the intended effect. If you wanna gobble up an entire iron vein in peace with an auger, Set up traps.

In fact, in general, if you wanna use an auger for any length of time, set up traps.
Comment
    Crater Creator on Steam Forums - Thread - Direct
The cops won’t target the sensor; they’ll target you. Maybe there’s a better place to put your sensor, out of the line of fire.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Briefly, the start of the game is the most survival heavy. So my first night (night is when zombies run), I can’t think much about base building because I have more pressing survival needs to attend to. I build a little survival shack and/or build onto a rock outcropping or building remnant if I’m sure it’s clear of zombies. My priority is to have a safe place to spend the night.

I’ll often have acquired some pressing survival problem, like a broken leg, an infection, or simple hunger/dehydration, that are worth focusing on fixing ASAP. If it takes a couple days to get things under control, that’s okay. Then it’s on to figure out where my base will be. Location matters less than you might think (unfortunately). Basically, just build close to the trader to reduce travel time. Base design is a whole other subject so I won’t dive into it right now.

You may feel you’re playing the game “wrong” because of the way the tutorial misleads you. It has you build a... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Hexerin:
Originally posted by SylenThunder: Just a few threads on this from a quick search. [removed links] As you can see, it's been discussed to death for years.
Considering the overwhelming majority of posters in all those threads are in support of traps granting exp (whether it be full, partial/shared, or proportional to contribution), maybe the devs should consider changing their stance on this. After all, community feedback is one of the core points of early access...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Hexerin:
Originally posted by SylenThunder: Just a few threads on this from a quick search. [removed links] As you can see, it's been discussed to death for years.
Considering the overwhelming majority of posters in all those threads are in support of traps granting exp (whether it be full, partial/shared, or proportional to contribution), maybe the devs should consider changing their stance on this. After all, community feedback is one of the core points of early access...
Read more

24 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
All primary weapon perks work exclusively for their weapon type.
Deep Cuts works only on knives and the machete which itself is a big knife.
Gunslinger only works on Pistols, magnums and the SMG(Which is essentially a machine pistol)
Archery works on the bows and crossbows
Dead Eye only works on the Sniper Rifle type weapons (Hunting rifle, Marksman rifle, Sniper rifle)

And so on. No primary weapon perk applies to more than one class of weapons.
Comment
    Shurenai on Steam Forums - Thread - Direct
Nope. Never had a playthrough where I had an issue with screamers. I take care around my base to not produce so much heat that I get a screamer ever- Often going 30+ days easily before even seeing one. And once I see one, I back up a bit on my activity level, and split production to a new nearby location so all my activity producers aren't in one place.

The biggest mistake a lot make is they get to mid game, they get a gun, then they start going hog with it shooting everything that moves..Guns are LOUD, and produce a lot of activity which in turn calls screamers easily. Then using your gun to kill the screamer and her horde will just cause more heat and cause another screamer even sooner.

Take care with your activity, and you'll be fine. Be careless, and you'll run into trouble.