7 Days To Die

7 Days To Die Dev Tracker




12 Oct

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.
Comment

Originally posted by Fun-Psycho

Is there a post or something about it that I can read? Just curious now 🙂

Prime mentioned it on a stream about a month or two ago.

Comment
    Shurenai on Steam Forums - Thread - Direct
Increasing the damage of a wrench has no bearing on the resource return of a dismantled object, Only on how fast you dismantle it. There used to be a bug that allowed you to 'overkill' a block and gain more resources which made it better to do 99% of the blocks HP in one or multiple hits, then do an extra power hit, but, it's been fixed, so there's no reason not to just one shot things, and thereby no reason not to just mod the heck out of any given tool, pickaxe, wrench, or otherwise.

And if anything, the impact driver is more of an electric tool, not a gas driven one.
Comment
    Shurenai on Steam Forums - Thread - Direct
Mining helmets do not inherently make light anymore. If found while looting or purchased from a trader it will come pre-installed with a helmet light mod; But if crafted by the player it won't have one. So you'll need to get a helmet light mod.

10 Oct

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by liquidsarcasm: Can anyone confirm how the screamer system works near traders? In a Navesgame run, I have a small base pretty close to the north of Trader Jen, have 3 forges, a campfire and chem station running 24/7, while mining out a nitrate deposit I found deep underneath the base and have not seen a screamer there yet,

I use a Mine a little further away and I get screamers there all the time. Are areas near to traders 'screamer free' zones?

I can see why there would be a different rule around traders. They can have working stations to build heat, and it’s mostly a waste of resources to have zombies banging uselessly on invincible blocks potentially far away from the player. But I’... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by crmarlow2874: Crank up your forges and do some mining close to base. I have my forges go 24/7 and mine near my base ( I have found two very massive iron ore deposits that, also, gives me huge amounts of nitrate, lead and coal).

Also, the tools you use matter a lot. I don’t think I’ve ever gotten a screamer when mining with hand tools in A19 (including a high quality modded steel axe with maxed out Miner 69’er, blackstrap coffee, the works), but they’ll show up with the auger in a snap.
Comment
    Shurenai on Steam Forums - Thread - Direct
From the sounds of it, your CPU is falling behind what the game is calling for, and the spawning director is having to take shortcuts in zed placement- Which is to say, it's spawning them wherever it can in spite of having to break rules like 'dont spawn on top of the player' and 'dont spawn where the player can see' to do so.

Suggest taking it slower when entering larger buildings to give the game a chance to, yknow, spawn things.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I’ve experienced this bug a few times, but it happens so infrequently that we haven’t been able to pin down the cause. If you can get it to occur reproducibly, I hope you’ll consider filing a formal bug report, preferably on 7daystodie.com.
Comment
    SylenThunder on Steam Forums - Thread - Direct
I used to do this to run over cars on the road....

Right up until one exploded on me.

09 Oct

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by dichebach: My approach to bases is perhaps a bit different than others. I build one base, not a "main" and a "horde."
Simple. Fear of losing everything to a failed defense. When you have a Main base where you do everything, and a Horde base where you fight hordes, your main base is never at risk from a horde and so a failed defense really only risks the items on your character if you have inventory drop enabled, and the horde base itself.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Yes, the key is ‘F’ by default, but you may need to hold the key down to get the radial menu if you also have a gun light mod, helmet light mod, or laser sight equipped, because they also use that key.

Actually, does anyone know a way to change which one is affected by just tapping the key, without removing mods?