7 Days To Die

7 Days To Die Dev Tracker




13 Oct

Comment
    Crater Creator on Steam Forums - Thread - Direct
Sylen’s got the technical answer, but it does beg the question if the game should work this way. I’m with CoinSpin: seems like an oversight that’s never come up in formal testing. I’d file a bug on the official site - it should be an easy correction to make.

12 Oct

Comment
    Shurenai on Steam Forums - Thread - Direct
There really isn't a way. It had nothing to do with using godmode/dev tools to do the demolition.. It's just that the game pre-generates a POI map for long distance viewing at world creation, and then when you are far away, it refers to that map to show you what is, or was, there.

The long distance pregenerated file is not updated at all post creation, so any demolished buildings will remain visible at a distance and vanish when you approach and load in the actual world. (Likewise, the long distance view will not incorporate any changes to the POI or it's surroundings.)
Comment
    SylenThunder on Steam Forums - Thread - Direct
You can just chop down the tree too.

For the OP's question, the supply crate is an entity. It's not flagged as "friendly", so your turret will target it as if it were hostile. If you could place a turret in the trader's shop, it would target the trader in a similar manner.
Comment
    SylenThunder on Steam Forums - Thread - Direct
I meant story. As in there will be an actual main questline with a plot, and a full story.

The premise as I currently understand it is that you pissed off the casino boss, and he's kicked you out on your ass. Basically the casino boss and the bandits are the "bad guys", and then the other survivors are neutral/good. Traders are mostly out for themselves, but will likely have quests that tie into the story and support the settlements.

I believe the "win" situations will resolve to establishing peace between the factions, or destroying the casino boss and his army of bandits. Don't quote me on that though as this last bit is just me speculating based on bits and pieces I've seen over the years.

Only the Pimps know how they plan it currently. We've just been fed bits and pieces of it over the years. Plans can change too, so we'll see how it comes together when it actually happens.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Yes, that was the exact vehicle the developer was talking about. If you read back through the conversation, that is what I had said before.
Comment
    SylenThunder on Steam Forums - Thread - Direct
When it's ready.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Teresa: you can definitely open a powered drawbridge from both sides.

i'm not great with electricity but have seen it done.

You can do it with generator>motion sensor>motion sensor>drawbridge.

You can not have anything between the two motion sensors: no relays or switches. I don't know why, i just know you cant.

good luck
I just edited it into my post, but to explain more thoroughly, it's because when they're directly wired together they will pass power through as if it were one unit- But when there is a separation they're treated like two units.

So when you wire them together directly they can both function normally and either can be triggered, but when wired wit... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Wiring is one directional- However when objects capable of manipulating something are wired directly to one another they can both trigger what is down the line without affecting one another; It works with motion sensors and pressure plates, Not 100% sure it works with switches though as I've never personally tried with them..

But it's very important there is nothing wired between the two trigger objects, It has to go Camera->Camera->Door, Or Pressure->Pressure->Door; No relays or anything else between the cameras/pressure plates, Although there can be something between the triggers and the object being triggered.

If there IS something between the two trigger objects, then the first trigger object in line will determine if the second can even function.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Still planned. Will be a key component to the story.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Маtthew: You cant

Server administration isn't my area of expertise, but there are plenty of dedicated servers out there running mods, so obviously there must be a way.
Comment
    Crater Creator on Steam Forums - Thread - Direct
It would be nice if this so-called super corn were good for more than making glue.
Comment
    Gazz on Forums - Thread - Direct

If you look at nav_objects.xml, you can make some adjustments there, like a stricter range filter for compass icons.


11 Oct

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Ryu: Thank you for the help but are you saying there is a cap to the exp debt so it won't just keep building up?
Also I did not see the EXP bar i was just using the menu and it looked like my needed EXP was going up by around 3K exp each time i died so i was think i was losing the exp.
Now i just have to understand why the trader keeps warping me away from the post when i get close.....I hope it's not a bug.
Correct, there is a cap- Or I'm pretty sure there's supposed to be, anyway, at 25% of your level; That is, 3 deaths.

As for the trader warping you away, You can't visit the trader at night; He opens at 6:05 am and closes at 10:55 pm. Attempting to approach the building at night will warp... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
You do not actually lose any experience when dying, Instead you gain 10% of the exp required for the current level on death. (EG: If you require a total of 10,000 exp to go from 40 to 41, then the exp debt will be 1,000 exp), with a cap of 25%.

The exp debt appears on the exp bar in red, and is paid off before you can again gain experience towards level- But as stated above, you do not Lose experience on death. If you had 9,999 experience and die, you'll still have 9,999 experience, but you'll now have 1,000 exp in debt that must be paid off before you can gain that last exp point to gain your level.

That all said, to answer your question: No, you cannot disable the exp debt on death without modding; if it's possible via modding it's not something I know how to do.


As for the bear, I'd recommend...Going to do just about anything else more than 200 meters away for awhile, as typically animals and zombies and such will despawn if you're not in... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Crater Creator:
Originally posted by Shurenai: Placed beds are heirarchial. The most recently placed still existing bed will be the functioning one. So, in your example, Just remove the sleeping bag where you are and it should re-register the bed in your base as the current bed.

Wait, are you sure the game remembers a stack of previous beds? It doesn’t restore previous land claims if you destroy one, for instance. And unlike land claims or air drops or pretty muc...
Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Shurenai: Placed beds are heirarchial. The most recently placed still existing bed will be the functioning one. So, in your example, Just remove the sleeping bag where you are and it should re-register the bed in your base as the current bed.

Wait, are you sure the game remembers a stack of previous beds? It doesn’t restore previous land claims if you destroy one, for instance. And unlike land claims or air drops or pretty much anything else, the game has to keep your bed location(s) loaded in memory, since your character could die and need to teleport there at any time, even if the chunk is unloaded.

This would be a nice feature, but I would be surprised. Bedrolls are cheap to make and play... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Placed beds are heirarchial. The most recently placed still existing bed will be the functioning one. So, in your example, Just remove the sleeping bag where you are and it should re-register the bed in your base as the current bed.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I did extensive testing with throwable dynamite before using it to blast out the large pit that became my ultimate base. I found that three bundles of dynamite for each blast was the sweet spot for making the biggest hole with the least dynamite.

For a vertical shaft, simply dig down 4-5 blocks, get out of the hole with a sacrificial wooden ladder, toss two unlit dynamite in the hole, light the third one and toss it in.

For a horizontal 3-block-high tunnel, dig a blasting hole out of the middle and top blocks of your tunnel in progress, two blocks in. Then it’s easy to light and toss in a single bundle of dynamite, wait a moment, and press in to repeat.

Naturally in either case, you’ll have some leftover debris in the form of destroyed stone to clean up. The timed charges look like they’d be the replacement for placeable dynamite, but their blast radius seems to be unsuitable for this purpose.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Use barrels
Comment
    Shurenai on Steam Forums - Thread - Direct
Very carefully with non placable dynamite, Or with the tried and true pickaxe/auger.