7 Days To Die

7 Days To Die Dev Tracker




28 Oct

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by CoinSpin: I like to think of the meat quantities as a unit of measure. Like, for instance, 7 meat is actually 7 ounces of meat. It helped me make sense of the whole system way back when I first had the same gut reaction that the OP is having.

My internal logic for justifying the requirements to myself goes like this: Why can't I just cook 1 oz of meat? Too small, it won't even impact my hunger, probably get overcooked, maybe drop into the fire through the grill. I need at least a 4oz piece of meat to make a dent in my appetite (think of it as a 1/4 pound burger maybe, if that helps). Just sometimes makes it easier to set aside the weird harvesting balance mechanics when you can come up with an explanation that w...
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Comment
    Shurenai on Steam Forums - Thread - Direct
The truth is you'll hear a thousand different stories from a thousand different people.

The game is made for co-op, almost entirely- It's built with it in mind from the ground up. It's very well suited to every player taking on one aspect of what needs doing, of sharing items for the benefit of the whole, For being Cooperative.

But some people don't like that the game multiplies gamestage (the method of measuring zombie difficulty among other things) when in a coop party. Mostly because they don't understand just how much easier everything gets when people team up in co-op; The slight increase in difficulty is meant to counteract how much easier it is to get everything done.

Theres other reasons peeps might not like it, but, as i said above, the games made for coop from the start, and in my personal opinion, Coop with friends is a great way to play; possibly the best even if you and your friends get on well and don't get all selfish n stuff. :P
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by leblancdan:
Originally posted by Crater Creator: But your claim, as I understood it, was that it takes longer to dig up than it did in Alpha 18, and I still question that. Unfortunately the default_radius property wasn't specified in quests.xml for treasure maps in A18, so it's hard to prove without re-downloading A18. But the radius for buried supplies quests was unchanged, and in any case A19 adds the shrinking radius, which is supposed to make it faster/easier to dig up.
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Comment
    Shurenai on Steam Forums - Thread - Direct
There is. Stone axe does 33% each hit, there's a claw hammer that does 50% each hit, and there's the nailgun that does 100% each hit. You obtain the claw hammer recipe either by finding it or by learning rank 1 of the miner 69er skill which teaches you the iron tool recipes.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Wandering hordes are designed to path about 30 meters to the side of your location. If you're moving, and going a different direction than their pathing, it's easy to miss them completely. Especially if you're cooped up inside a POI looting.

27 Oct

Comment
    Crater Creator on Steam Forums - Thread - Direct
Sure enough, quests.xml confirms that the "default_radius" for all treasure maps is 9, whereas for buried supplies quests it's 5 for tier I and 7 for tier II. Perhaps the plan was to have 5 tiers of buried supplies quests, with the radius for treasure maps set in the middle: what it'd be for tier III quests.

But your claim, as I understood it, was that it takes longer to dig up than it did in Alpha 18, and I still question that. Unfortunately the default_radius property wasn't specified in quests.xml for treasure maps in A18, so it's hard to prove without re-downloading A18. But the radius for buried supplies quests was unchanged, and in any case A19 adds the shrinking radius, which is supposed to make it faster/easier to dig up.
Comment
    Shurenai on Steam Forums - Thread - Direct
Check your debuffs. Sounds like you have an injury of some sort; Many injuries decrease your max HP for the duration.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Osman: interesting, the latest stable version i have is 19.1. the problem still remains i do dot have the latest experimental available under the drop down in the Beta tab, all i have id stable versions up to 19.1.
The 'Latest' stable is not in the beta menu. Beta menu only shows old versions or the latest experimental; Latest stable is always to 'Opt out of all betas'.
Comment
    faatal on Forums - Thread - Direct

I have made a lot of data changes and code cleanup for water, but it looks exactly the same at this point, so nothing new to show currently.


I am taking a break from water and have spent the last few work days deleting old shaders (50+) and related files (old mats/images/prefabs/code) and renaming shaders into proper Game/ categories. Shaders are a big chunk of the game's build time and many of the deleted ones were being included in the build.

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Uscari:
Originally posted by Shurenai: The current guns constitute T1, T2 and T3 variants as well.
Pistol, SMG - .44 Magnum, Desert Vulture (Currently lacks a tier for both, but has 4 total weapons)
Tactical assault rifle, AK47, M60
Hunting Rifle, Marksman Rifle, Sniper Rifle,
Double Barrel shotgun, Pump Shotgun (Currently missing a tier, i think)

With that said, there will be a new low tier variant of the guns coming; Equivalent to the Primitive/Stone tier ...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Teresa: Brain-shock is not a vanilla debuff, so it must be modded. If so, you should ask in the thread for that mod in the modding subforum.
Might be a translation thing- Brain-shock could be the translated form of Concussion.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Cultist:
Originally posted by Shurenai: Double Barrel shotgun, Pump Shotgun (Currently missing a tier, i think)

Blunderbuss? It's basically a renaissance shotgun right?

The system doesn't make perfect sense though, since some T1 weapons (club, bow, knife etc.) can be crafted from the start and others (pistol, rifle etc.) require recipes/perks.
..That'd be why they're adding T0 counterparts like pipe pistols, yes. Also yeah, I forgot about the ... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Kyle: The game uses “Tiers” of weapons/tools. Clubs are weird, they’re named differently but still follow the same rules. Stone, Iron, and Steel tiers.

The Wooden Club is the Stone tier, and the Baseball Bat is the Iron tier. The Steel Club is the best club in the game. That’s usually going to be the case; steel is at the top for quality. Guns are being reworked to follow the system more closely, AFAIK.
The current guns constitute T1, T2 and T3 variants as well.
Pistol, SMG - .44 Magnum, Desert Vulture (Currently lacks a tier for both, but has 4 total weapons)
Tactical assault rifle, AK47, M60
Hunting Rifle, Marksman Rifle, Sniper Rifle,
Double Barrel shotgun, Pump Shotgun (Currently... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Open the character status menu and read the description of the debuff. If it can be cured, it will tell you how it can be cured there.
Comment
    Crater Creator on Steam Forums - Thread - Direct
As a Mac user, that must be nice. Native Mac performance has unfortunately never exceeded native Windows performance for me on the same machine. I believe both platforms use the OpenGL renderer.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Nope, just the lost time & opportunity. Cancel at will. You might even hurt Trader Rekt's feelings, which would be a bonus.
Comment
    SylenThunder on Steam Forums - Thread - Direct
They're all designed for PvE. The choice is entirely up to you. They're just pre-generated RWG maps.
Comment
    Crater Creator on Steam Forums - Thread - Direct
They take longer to dig up? We have the shrinking radius now. It shrinks every 6 blocks for me with some Lucky Looter goggles. I can accept a treasure quest from the trader at 20:00 and turn it in before they close.

I'm with you on the lock though. You spend time repetitively poking at the ground, only to repetitively poke at the chest if you don't have lockpicks. They should change that just for the sake of breaking up the gameplay. That's why I like the treasure quests more than the challenges. With those, the chest is unlocked, but you get a horde of zombies instead.

When the chest, or any container disappears, it's supposed to drop its contents in what now looks like a backpack. Unless there's some special rule for treasure chests, you either missed it or it fell through the ground. :steamsad:
Comment
    Crater Creator on Steam Forums - Thread - Direct
You could make a storage crate (start with "wooden furniture"), and then paint it to look like an oven. This is what I did in my base, along with a sink, cabinets, and a 2-block-high beer cooler.

26 Oct

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Necrolyt: lol the reason why no one complaines over the missing football zombie is because he was a pain in the ass, the charge was annoying. but i dont think the "single location fit" argument is right, we still have nurses and cheerleaders running around. i really think they got bad letters from so called feminist that saw the name and start going rampage, wouldnt be the first time a game had to change because of this
We used to have a nude dude too.