7 Days To Die

7 Days To Die Dev Tracker




18 Apr

Comment
    Crater Creator on Steam Forums - Thread - Direct
Please go to the Support & Bug Reports sub-forum and share more details about the crash, using the pinned thread as a guide. There are people that can help but only if they have enough information.

17 Apr

Comment
    faatal on Forums - Thread - Direct

No new stamps. Artists would typically make those. We could use more. Not planning on making it procedural.

Yes. Any POI could be listed with any combination of biomes.

It could do more than 10k, but no plans for it. We would have to test to see what memory is needed and if we need to, then disable it on some hardware.


You should get more buildings now anyway with the recent changes as cities/towns generate more successfully and even more so if you increase Towns to Many.

Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by lojezao da amazonhinhas:
Sorry, I think "Most of your constructive criticism is about the early game" is wrong, it's about the "survival sandbox", which the whole idea the of the game revolves about.

The game is still a survival sandbox for most of your playthrough. Yes, you must either loot to get water or build dew collectors. Yes, to build dew collectors you must buy a filter from the trader. But all of that can be completed within the first game week. Once you have enough dew collectors built you are no longer dependent on looting for water and there's nothing else you need from the trader.

You are characterizing an entire playthrough as having lost the survival sandbox element simply ... Read more
Comment
    faatal on Forums - Thread - Direct

Yes. Future biome progression/survival/story will probably tie into specific traders, but that is all subject to change.


You can change it by modding rwgmixer.xml:

Comment
    faatal on Forums - Thread - Direct

Well, if I added a colon as it would appear in our change log, it would be more clear:

Added: Trader types are each in their own biome (with a min of 2).


I don't think there will be more traders, but could happen in a DLC or sequel in a galaxy far far away.

Comment
    faatal on Forums - Thread - Direct

More RWG changes coming to A22:


Improved player spawn locations.

Added rwgmixer biomeTags which limits to one or more biomes (requires partial_name).
Added trader types are each in their own biome (with a min of 2).


Improved town planning quality.
Adjusted township counts and sizes.
Added biome township count logging and trader logging.
Balanced lakes, rivers, craters, canyons, township and wilderness settings.

Added POI spawning limits based on surrounding density in world.
Improved POI spawning fallback to use a smaller size but ignore name restriction.


Added preview coloring for districts (3 brightness levels each) and traders.
Improved preview POI descriptions and added score.


This is the current default 8k map:

Comment
    faatal on Forums - Thread - Direct

That is why many of the games that have clothing/armor with bonuses also have cosmetic slots to allow them to look different for the players that care about cosmetics.


Cosmetics is something we may do after a22. At this point most devs have their plates full for a22 and we are not doing additional features unless critical.

Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by lojezao da amazonhinhas:

Pointing out the lack of motivation to live in rural areas does affect the survival open world aspect of the game, even more if the biome around you is exactly the same all around. If you played older alphas, which I immediately assume you have, you do remember mountain formations, uneven terrain, bridges, rivers, lakes, islands. I think these should come back.

I lost you at walking simulator? I hope you are spawning with a bicycle, no way i'm walking 3km to the trader.. it becomes a chore eventually. So you'll build next to a trader, right? Then what's the point for the rest of the map? It's not like loot is exclusive to an area.

Is this constructive enough for you? ...
Read more

16 Apr

Comment
    Roland on Steam Forums - Thread - Direct
Zombie bears are still in and have been updated. They might not show them ahead of time. They are definitely not removed.
Comment
    Roland on Steam Forums - Thread - Direct
It would be nice if all traders had an entrance on all four sides regardless of the size of the entrance. Who wants to have to run around the perimeter at all to get inside? The compounds that have more than two doors are the best.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Well, 7 Days is not Minecraft, so there is that.

Also, the ports required for 7 Days are as follows:
TCP - 26900
UDP - 26900-26903

You will find this noted in the documentation for the dedicated server.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Used to be that all the traders only had large gates. None of them had "man doors".
Comment
    Crater Creator on Steam Forums - Thread - Direct
There is already a thread for discussing how long the game has been in Early Access. We keep it pinned to the top so you can't miss it. Please help keep the forum organized by using it instead of creating a redundant thread.
Comment
    faatal on Forums - Thread - Direct

Each zombie adds rendering, animation, collision and character controller overhead. You can turn off AI and watch the FPS drop as you spawn more and more.


15 Apr

Comment
    SylenThunder on Steam Forums - Thread - Direct
Please take the time to look around before you post. A thread on the same subject might already exist. It might even have been posted in mere minutes before you start posting your own.

I have never seen such cheese in enemy placement.
Comment
    SylenThunder on Steam Forums - Thread - Direct
For bugs, there is the correct place to report them so they can get fixed.

For changes in game features, for the most part the complainers are a very small group. They just seem large because a few people are very vocal. If you poll the numbers, you find that most people enjoy the changes, or are at least not bothered by them enough for it to matter.
The developers are listening to the majority and to their own goals, and not a few people making noise.

13 Apr

Comment
    Roland on Steam Forums - Thread - Direct
He was trolling you. Alpha 22 has not been released to experimental yet for anyone. They have announced summer as the release window for the A22 experimental branch. You should have plenty of time to get in another A21 playthrough before A22 becomes available if you were thinking of starting a new game.
Comment
    Roland on Steam Forums - Thread - Direct
NPC town? I can believe there may be a HQ poi for the two boss characters like a casino for the Duke and something like a trader compound for Noah but I doubt there will ever be a whole town of NPC in this game—-maybe 7 Days 2 someday.

The reputation system is likely to be limited to having an affect on trader prices, quests, and aggression from bandits loyal to the Duke vs Noah.

The Kickstarter mentioned safe houses which could totally be fulfilled by the traders. It makes no mention of reputation or NPC cities. Devs have talked about hoping to do a lot of these things but honestly I think if we actually see them they will come post 1.0 or in a future game.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Lizara:
Originally posted by SylenThunder: The dropped player backpack does not have infinite HP. It is possible for it to be destroyed.

that sounds like an oversight since very infested rooms or group play can easily cause the backpack to be destroyed by accident
Nope. It was an intentional change. Bags used to be indestructible.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Lizara: your dropped loot stays on the ground for 3600 seconds or exactly one hour. if you got to your loot before that and the bag was just gone, that is not normal, no
The dropped player backpack does not have infinite HP. It is possible for it to be destroyed.