7 Days To Die

7 Days To Die Dev Tracker




07 Mar

Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by lalala: I build a normal base with entrance, but after extending it with more extra lines of defense to fall back, now its to large for the zombies to find the entrance, so they dig into the wall. And I'm not talking about a base of 100x100 but very compact, so from length 7 width ~7 it went to length 18 and width 8. They can't path like 5-7 blocks further, which the extension exceeded apparently.

The pathing AI is not uniform across the spectrum of zombies. Some see longer paths than others and all of them can "forget" the path and go into destruction mode at random times. If you damage them they will stop destruction mode and begin pathing again. This is all done by design so that the zombies aren't too predictable. In A17 when the new pathing was brand new all the zombies could see perfect long pathways straight to the player and this created a lot of problems. Since A17 the perfect k... Read more
Comment
    Roland on Steam Forums - Thread - Direct
The ideal would be the introduction of tougher enemies at certain stages. Nobody wants the basic zombies to level up along with us and negate our progression but I think most people would be for new classes of enemies that make an appearance and challenge us.

This actually is already implemented with the feral zombies and radiated zombies making their first appearances at certain gamestages. The problem is that most players play the game efficiently enough to be well ahead of the difficulty curve so that by time ferals start showing up and then radiated they are still not much of a threat.

Maybe they should significantly increase the threat levels of ferals and radiated zombies so that even the most efficient min/maxers feel some fear when those enemies make their appearance.

Then we can hope that bandits will represent a new higher tier of danger that will challenge even fully progressed players.
Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by Tahnval: There are fewer and fewer viable designs for horde bases because the devs will shut down any innovative designs. Which is daft in context. The biggest advantage that a normal human would have over 7DTD style zombies is a far higher mental capability, so that should be the player's biggest advantage. It should be the main thing they use, creating bases that exploit the very limited mental capabilities of the zombies. Pit your strength against your enemy's weakness.

Name the innovative designs that were shut down. I suspect you are just quoting others who are quoting some influencers on youtube who were mad that they could no longer build a base out of sideways turned fence pieces that the AI coul... Read more
Comment
    Roland on Steam Forums - Thread - Direct
I: The zombies are too predictable and always go for the weakest point making horde night boring and easy.

II: The zombies are too random and ignore the weakest point and destroy my base in multiple areas!

I'm not sure which claim is ahead after all these years but there are plenty of posts and threads typed for each. Just shows that people are fixated on what they want to believe but the truth is actually somewhere in-between.

I've played this game since Alpha 6 when every night was essentially horde night since the zombies always gps knew exactly where the human players were and then eventually the blood moon horde night was added and through all of it (maybe with the exception of A17) there have always been players who claim that certain base types were impossible even though many other people were clearly doing it just fine. I, myself, still use the same basic base design that I've always used and it still ... Read more

06 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
BSOD is a PC issue. Troubleshoot your error code.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by InhumanWarrior™: Making / creating skate-park its not even in a poi zone, random plot in the woods. The block was not removed, in-fact inverted and renamed. '180d flip of block happened'

https://open.spotify.com/track/25CbtOzU8Pn17SAaXFjIR3?si=d5ed076f8ac442cd

Blocks should share the same square so it can be easier to detail instead of having floating blocks, may make building structures take longer but worth i...
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Comment
    faatal on Forums - Thread - Direct

1 No. I consider vehicle physics to be close to gold. There are a few issues like excess wobble to the sides on 2 wheelers, but that is a fix. Sounds may get an update, but they are fine to me other than a bug or two with how they play.

2 We already support DX12 and Vulkan. How well it works, mostly depends on Unity. Each year we update to the next Unity LTS and it seems to get better. A22 is on Unity 2022 LTS.

3 Not much from what I have seen but that could change in future Unity versions.

4 Not sure. Have not seen any yet.

5 It is possible, but not A22.

6 Not yet decided.

7 Sure!

Because that is complicated. You have to spawn in a tunnel POI along the road. The distances vary greatly, so length of POI would have to stretch or select from canned sizes and they can't be arbitrarily rotated like roads are. It could tunnel through the chunks, but chunks don't exist at...

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Comment
    faatal on Forums - Thread - Direct

Correct. Road carving is not tunneling. It is pushing terrain heights down and smoothing around it to make a more reasonably sloped road, so you can drive up it without the vehicle stopping.

Comment
    SylenThunder on Steam Forums - Thread - Direct
So are you just trying to convert a POI from an old version? Cannot find the block shape you need to use?

The lack of specifics on your problem are really limiting. Especially considering how the current block system works, and the fact that they have only been adding blocks that are available, not removing any unless they had bugs.
Comment
    SylenThunder on Steam Forums - Thread - Direct
You will also need to verify the integrity of your computer and game client files. Any file that was in-use when your system crashed is at risk of being corrupted.

Also note that the game does make back up files. However if you attempt to load your save after the crash, and before applying the backup files, you basically ruin the backup files by making new backups when you try to load it. This is covered in the Support sections Pinned thread.
Comment
    SylenThunder on Steam Forums - Thread - Direct
The chunkreset command has an option to reset just the POI. This would reset only the trader area. I would suggest first excluding your client and save folders from security software, and then validating your files a few times. What you described in the OP would only occur if data were missing or corrupted.

Moving this to the correct forum section. There are details in the Pins.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Since the changes to the way ore deposits are on the surface, I rarely find a need to dig deeper than about 20 blocks when mining. Usually by eight blocks down you are into the stone layer and the ore is spread out to the sides. Makes it pretty easy to build a staircase exit.

OP's issue sounds like they aren't able to place a block, which could be a sign of corrupted stability calculations. This happens a lot with large underground excavations, especially if a lot of bedrock was exposed.

Attempting to flatten the area isn't going to do much of anything. Sounds like you dug rather helter-skelter to where you are. You should be able to dig an upward slope to get out, or re-connect to your already existing tunnel if you can map it's location out.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Honeybun: How is this bug from 2014 still a thing?

It’s not. Injuries have been completely redone in the intervening time, making this thread irrelevant. Start a new thread in the Support & Bug Reports sub-forum if you’re having an issue.

05 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Orca MS15LF:
Originally posted by 8_Hussars: Have you verified your game files and mod integrations?

I need the A21 optimizations to really enjoy the game. For the other stuff, opinions differ but we are all welcome to our own.

Its nice the TFPs allow access to previous versions, right?

Here's a video of that Fetch challenge that is glitched. It shows when I interact with the yellow marker at the beginning, I get a load of text crap on my scree...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
Moving to the correct forum section. Read the Pinned troubleshooting thread. If you still have an issue after following some tips, then read the thread on how to report an issue and follow the instructions.

04 Mar

Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by =Starvin Marvin=: Back on ps4 I remember tons of zombies roaming the streets but now they fear the sun. Alpha 22 should bring back the zombie population slider or make it to where they spawn outside.

Maybe its for fps reasons but idk. I'm just giving my 2c on this as Ive seen others talk about this too.

There are simple modlets available for increasing wilderness spawns and random wandering horde sizes. You are correct that TFP has to make tough decisions about the stability of their game for the largest number of people who may play. But if your computer can handle more zombies it is very simple to do.

It would be nice if they can add a slider to the options menu at some point but for now using or modlet or going into the config files and changing the spawn numbers youself is your best bet.

If it turns out your game suffers too much of a performance hit you ... Read more
Comment
    Roland on Steam Forums - Thread - Direct
Bandits actually were added very briefly at around A15 or A16. They were deemed not ready and commented out. Since then those original bandits were removed and new models have been created to go with all the new outfits being added in A22. A22 also will overhaul character animations as seen from 3rd person view which doesn't really matter if you are playing single player but is a huge step towards having bandits added to the game.

btw...several mods utilized that original hidden bandit code to bring bandits to the game in the years since A16 so it has been possible to play with bandits if you modded your game.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Zeds were reduced back in Alpha 14 because UMA was very costly, and not well optimized. UMA was removed in a21, and a lot of optimization options are being done to a22.

I do hope that they increase the wild and city spawns accordingly.

03 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Darren: Yep - Its true and on Point. I'm curious what will happen with the so golden Playernumbers if one day they arent able to play old Versions.
AFAIK TFP plans to have those versions available to everyone who paid for EA, even after release.
Comment
    Roland on Steam Forums - Thread - Direct
Mods will have to be updated for the new alpha. You will have to start a new game if you update to the new alpha.