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  2. Hello! Earlier, Mr. @madmole wrote that construction in the A20 will require fewer clicks, and I support this. But when players paint their buildings, they still use a lot of clicks. Is it possible to make an improved "brush", for example, a spray can with paint or a roller that would paint the blocks that the player is looking at from one click of a button and would not have to press 100500 times on the mouse button? Also interesting is the opinion of @faatal - would it be difficult to do this from a technical point of view? Perhaps this can already be done with mods? And there is also a request from many players to expand the list of lamps and lighting devices that a player can make. Yes, it can be easily done with mods, but players often want it in the vanilla version of the game. What do you think about it?
  3. Today
  4. Hello i would like to join the discord server but unfortunately i'm kicked, can someone help me
  5. I feel like that is a problem though. I feel like if you skill purely in one skill (for example int) you should reach every recipe pretty quickly. I said before that exponential leveling is a bad idea for anyone interested in grinding. I don't have anything against... lets say... 50.000.000 xp for lvl 300 (maybe more last time I played was early 19). But the current number is more than 100x larger. Yes they want us to start a new game. But all the players that play like me (aka not the hardcores) play it once. They do not want to lose their progress. Don't force players to start a new game. I am very happy that you implemented the forgettin elixyr. But that only makes me question the design even more. If you don't allow max level so ppl have to start a new game to experience other paths, btu you don't have to start a new game... What is the point? (but seeing how TFPs have reacted in the past, rather than lower levelrequirements, they will remove the elixyr again :D)
  6. Guide: How-To download almost every past Steam version of 7 Days To Die from Steam Should be able to go all the way back to Alpha 5.5.
  7. With the kind help of @bdubyah in the Discord channel, I found a way to do the same thing with the vanilla "burning barrel" particle. So, no new Unity assets are needed; it doesn't interfere with the flame effect on vanilla zombies; and it actually looks pretty decent IMHO. I'm going to add the code to my own Unity zombies modlet, but it should also put flame effects on the CP entities as well. (EDIT- or maybe my zombie "adjustments modlet, it might make more sense there.) I'll make the changes and push to the repo, but it will have to wait until tomorrow. It's late where I am and I need sleep.
  8. Yep, basically this. We focus on books, hardware, and automotive stores straight off, while another goes mining and scavenging. What items we miss can usually be filled by a few trader visits. We are usually donning motorbikes by day 10 or so, and have a gyro shortly after. No need to spend points in leveling the perks for it.
  9. They must get those Mother@%$#ers!
  10. @faatal what are you guys working on at the moment? Or is it bugs all day at this point?
  11. A Skeletor with a note would be much better...
  12. Sitting happy with 600+ hours and been plenty content. It was some whiplash with my first three hours in A16 to A17, so I never knew what I missed. I cruise the forum a lot more than I ever post, and rarely log in. Makes me prone to reply to nonsense. Just wanted to say a big thanks to who made this all possible and it's been a damn blast. I'm dying for A20 and soon will be busy with a kid, so my hours will likely dip down tremendously. I've never seen a set of creators so engaged and responsive to both wild and inane criticism and implying the mechanics they ask for. (thank you for the lockpicks bros, but when can I pick doors? ; ) ) I love the diehards who post here and share some good insight and know where this is actually going versus where the trendies wanna go. Ultimately, I got more than my money's worth and I'm grateful for it. Ya'll did a bad ass job, and I appreciate it. Proud of you.
  13. I feel like this depends entirely on how you play the game. My wife and I nailed down two 4x4's and a gyro without ever speccing into it. Between quests and trader buys and grinding, we've never been out of enough money to swing what we needed. If you want to get so far as to produce them yourself, it's end game stuff, it isn't meant to be easy. I can't ever figure out how this game is supposed to feel fair but also like a survival game, but also something else that people critique of it. Not trying to sound harsh at all, and maybe my hours are showing; you can get a gyro without ever spending a point in intelligence should you focus on it. Hit the local Pass-N-Gas spots at higher gamestages and you'll find parts or schematics. The traders fill the rest, typically. You can always make the end result vehicle without having the levels required to make one from scratch (Thank you TFP), so save those parts!
  14. nope. he was attacked he killed them but he was bleeding and was he will not survive this so he wrote a note nah another normal wasteland day maybe thousands of them died but few of them manage to do they job so we can buy new stuff ^^
  15. you can always mod the game to give you more perks per level, not hard to do. I don’t think TFP wanted people to be able to perk in everything they wanted early game, it is all about making choices. So if you concentrate in strength, the other areas won’t be as strong and you will have to adjust to make up for them.
  16. So before the guy was killed by zombies he stopped and took the time to write a note? Nice guy..
  17. I know the intention was to slow down leveling in 19, but it seems pretty extreme to me. For instance, getting max intelligence to build the gyrocopter seems pretty daunting. I'm level 44, and I can clear out an entire tier 5 building, and barely gain one skill point. Is the new strategy to max out a tree to get something, then use the 'forgetting exlir' to reset your points? I'm considering that just to get the truck and gyro.
  18. I have all the alphas except alpha 6 and 5. Any way to download alpha 6?
  19. So, I had a conversation about this in the CreaturePack Discord channel. Short version: it's not something I can get to work with TFP flames, but you can use the 2-CharacterEffectsPack and it will add its own flames. Long version: Somewhere in an A19 patch update, flames on entities requires the model to be read/write. Unfortunately, in Unity, I can't find any way to set this except when first importing an FBX. In the "usual" zombie creation workflow, this is very early in the process - before you add ragdoll colliders, gore objects, tags, textures, and so forth. This step is not in any of the tutorials, so I didn't even know I had to do it. So, in order to fix this, I would have to start all over with each zombie. That's a pretty time-consuming process, and to be frank, I'm not willing to do it at this point. I'll probably have to mostly start over anyway once A20 drops, so if it still needs to be done, I'll do it then. But, this did affect nearly all of the existing entities in the creature packs, so Xyth made a workaround and put it into the Character Effects Pack. Basically he uses a new flame particle, and attaches that to any entity with a "cp" tag, which includes my zombies. It's not as good as TFP though, IMHO. There's a flame centered around the hips, and some smoke that floats maybe a foot above the entities' heads. Also, the effects pack has some other stuff, like a revamped sound system and an infection/cure system for NPCs, which I don't use, and you might or might not want. So, I'll leave it to you to see if you want to use it. That's about the best I can do.
  20. Hello, I am trying to add custom sounds to my mod. I have followed a video guide and a text guide, and looked how other mods load sounds, but something is failing. (Link to Video Guide: https://youtu.be/ptBaRB7nFbY ) (Link to Text Guide: https://7d2dsdx.github.io/Tutorials/index.html?HowtoaddCustomSounds.html ) Here is the error I am receiving: The top part is while loading the world, bottom part is when triggering the sound. Here is my sound.xml code: <!-- ########## --> <!-- Custom SFX --> <!-- <AudioClip ClipName="#[NAME OF BUNDLE]?[NAME OF FILE IN BUNDLE]"/> --> <config> <append xpath="/Sounds"> <SoundDataNode name="PoisonApply"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <Noise ID="2" noise="11" time="3" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/sounds_poisons.unity3d?snd_poison_apply"/> <LocalCrouchVolumeScale value="0.3"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="5"/> <MaxRepeatRate value="0.01"/> </SoundDataNode> <SoundDataNode name="PoisonProc"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <Noise ID="2" noise="11" time="3" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/sounds_poisons.unity3d?snd_poison_proc"/> <LocalCrouchVolumeScale value="0.3"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="5"/> <MaxRepeatRate value="0.01"/> </SoundDataNode> </append> </config> The file "sounds_poisons.unity3d" directory is: D:\SteamLibrary\steamapps\common\7 Days To Die\mods\arpg_mode\Resources What am I doing wrong / missing? Thanks.
  21. Yesterday
  22. Is this serverside or does every player on the server need to install it as well?
  23. That's a new one for me. I recently played a horde night with my own zombies, which were made following Xyth's instructions, and they at least looked like they were set on fire (by molotovs). I did not try with a torch however. I am asking in the Discord forums. If there is a solution that involves XML, I will make it. If it needs Unity to fix, I can't, since I don't have access to the raw assets. EDIT: Just to make sure I understand, and that you checked... These are zombies from the Creature Pack, correct? Not the zombies that are versions of the game's UMA archetypes, nor the new zombies I made in Unity.
  24. If the trader has thousands of quests to offer and all of the people who previously attempted them are all dead (coincidentally?), we, the players, should all be concerned.
  25. I found a minor bug, or at least inconsistency. The tier 2 furnace will burn you if you're standing on it, even if it is off. Even if you newly placed it and haven't added wood yet. The tier 1 furnace doesn't do this. I was concerned it might be affecting activity level but as far as I can tell it doesn't. Now, there's not much reason to stand on a furnace but I'm thinking T1 and T2 should behave the same.
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