7 Days To Die

7 Days To Die Dev Tracker




16 Feb

Post
    on News - Thread - Direct

After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

 

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

 

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15 Feb

Comment
    faatal on Forums - Thread - Direct

Don't think plains are happening.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Nighttime is indeed a time for more threats in the world. The idea about the biomes is that when you’re ready, you can ‘graduate’ to living in a harder biome with greater risks and greater rewards. So if you want tougher animals, you can move.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I’d almost forgotten about the scripted events like that they have now. I have witnessed the aftermath of what must have been zombies hitting a car until it exploded. It left a crater in the parking lot, not much bigger than the car itself. Buildings are pretty hard to bring down, so I’d be surprised if there was a major collapse that wasn’t the result of human intervention one way or another (the work of player(s) or level designers).
Comment
    faatal on Forums - Thread - Direct

I've not heard mention of that.


My goal is good clean random worlds from any seed that meet our long term biome progression goals and generate fast.

Bug fixing and polish is primarily what it needs. A few new features may sneak in.

Comment
    faatal on Forums - Thread - Direct

RWG uses tiles for many things. Biome tiles were 1024 squares. Now 256.

I added the burnt forest back to RWG today. Seems to be generating correctly now after a few bug fixes.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Given the apocalyptic setting, bombed out buildings and craters can be found in the game. But for such things to appear in a world that’s been running for 100 days… It sounds like random people have joined your game and caused mayhem. If you intend for this to be a single player game, you can set the max player count to 1, set the game to friends only, put a password on it, etc.

14 Feb

Comment
    faatal on Forums - Thread - Direct

Not planned for A22, but would be nice someday. I did remake the biome filler stamp today to go with the new biome gen algorithm.

These are my recent RWG changes:

Added RWG preview camera moves 10x speed with shift key and clamps near ground.
Changed RWG preview camera move up/down to camera relative and C key also moves down.
Added RWG preview left click resets camera.
Fixed RWG preview camera jittering when looking past down and move rate varying with FPS.
Improved RWG Creation UI layout.

Added RWG highways can path across and carve into mountains (steep slope check often made no road!).
Added RWG country road corner smoothing (50% of highway).
Improved RWG road smoothing, blending and processing speed.
Fixed RWG road pixel precision (was offset and dirt edges not consistent).
Fixed RWG road line segments adjusting the same and/or missing pixels (starting point circles now in line...

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13 Feb

Comment
    Crater Creator on Steam Forums - Thread - Direct
It's unclear if you mean A) there's a horde of zombies/animals around your backpack, and they keep killing your player character before you can recover; or B) your player character is dying literally instantly on spawn, like due to a physics glitch. In either case, I suppose, esthergray's advice to choose a different spawn option would be a good idea. You could sneak up on the zombies or wait for them to disperse in case A (though don't take too long or your backpack could despawn). Or in case B, hopefully whatever the issue is is localized and your character won't instantly die when they spawn somewhere else.

If it is B and it happens consistently, then you may want to file a bug report. Here's the starting point for doing that. ... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by me hoy minoy:
Originally posted by SuperMeatBag: ...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Question, Do you tend to have Creative Mode enabled all the time? When you have creative mode, you functionally have a second inventory that contains every item in the game, and having CM enabled will cause little lags like what you're talking about because it's loading every item in the game every time you open your inventory- On a worse off rig like your own, I could see that causing several seconds to as much as a minute.. On UL or other mods that add many more items, the problem would only get worse.

If you DO have CM enabled all the time- Try just leaving it off. Turn it on only when you need something from it.

"Cheat Mode" in the save options/server settings functionally just auto-enabled Creative Mode, cheat mode isn't required to be able to use creative though, or any other command.. So if you play in SP or MP and the 'cheat mode' setting is enabled, that's just enabling creative and causing this issue for you, in which case you'd need to disable ... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
I’ll move this to Support & Bug Reports, since you report the problem occurs even in vanilla.

12 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
No. Pretty sure that POI was just selected because of how it looks to "set the stage" so to speak for the game.

Q

Comment
    Shurenai on Steam Forums - Thread - Direct
Just enable creative mode by typing CM, open the creative menu with U, and type in the name of the book you want. Way less hassle than trying to figure out which ID is used to spawn it; And because this method exists, noone bothers listing the IDs anywhere.

11 Feb

Comment
    Shurenai on Steam Forums - Thread - Direct
It's a Sandbox. There is no specific 'End'. There is no specific "I beat the game". There will eventually be a story, but even then, beating the story will not be the 'End' of the game; It will just be the end of the story and you keep playing after; Just like minecraft where beating the ender dragon isn't the end of the game, just the end of the 'story'.

Whatever goals you make for yourself to be an 'end point' is what your end point will be. If for you that means making a nailgun, that means making a nailgun. But it is still a sandbox, and the only way playtime in a sandbox ends is if you, yourself, decide to stop playing in the sandbox.
Comment
    Roland on Steam Forums - Thread - Direct
There will be post-release content updates that they've wanted to do but can't fit in time-wise before they release. The first round of updates at least will very likely be free updates that continue to fix bugs, and add more content that was planned but pushed back.

Paid DLC for a game like this is tricky because modding can be so comprehensive. Unless it is something significant like an entirely new biome or huge story-based endgame content, modders could probably offer something "close enough" for free.

Because the development of this first game has taken so long, I think they would be better off simply doing needed updates for bugs and some new content and then focus on 7 Days to Die 2 and hopefully push it out faster based on what they learned and the systems they created with this game. If they had finished this game say 5 years ago and then done a DLC a year for the next 3 then put out a sequel the next year that would've been fine. But with it being 10 y... Read more

10 Feb

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by GinsengSamurai: PINNED: In Alpha since 2013? [MegaThread] ...
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09 Feb

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Riitoken:
Originally posted by Krynnost: On multiplayer servers I place it several blocks below grade and surround it with upgraded blocks such as cobble or concrete.
Why? Because other players are threats?

Servers will generally make a clear distinction whether they are player versus player or player versus environment. Having a base on a PvP server requires some combination of strong defenses and keeping your base hard to find.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by 𝓢𝓓𝓑: Already did release DLC if you count the console version. They had a few skin packs...
That was at the sole discretion of the publisher of the console version Telltale Games without strictly needing TFP's approval for doing so.. The same publisher who called that console version a fully released product as a last ditch effort to wring some money out before they went bankrupt.. Unfortunately, in doing that(calling it 'fully released'), they tied TFP's hands and made it impossible for TFP to bring that console version to to snuff with the PC version, which is why they're making a new console version.

To answer the OP, No, I don't think they'll launch any official TFP DLC before the game officially... Read more