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Showing content with the highest reputation on 10/23/2020 in all areas

  1. Srsly, can we please not balance basically *anything* around PvP primarily? This game seems to solidly focus on PvE which is great. There are plenty of other survival games that are built more for PvP where it works better with the existing mechanics and engine. So many things in this game get janky when you add in a PvP angle and basically every change you would have to make to balance it would make PvE worse PvE primary focus with a "Make sure this doesn't glitch out in PvP" makes way more sense for this type of survival game imo.
    6 points
  2. yeah, it's time to open the a20 thread:
    3 points
  3. I hope they post the recordings to You Tube. Twitch hates my internet connection.
    2 points
  4. He hasn’t played 7dtd in 2 years and he’s impressed with how far the game has come
    2 points
  5. 2 points
  6. *** #1 Server Manager / https://badpanda.app*** Find me @ https://discord.gg/TVZVSwc All my mods are SERVER SIDE XML MODS only & strictly no custom icons no nothing. I have over 100 custom made mods still converting to modlets & what not and many new ones created and through people's requests. Read the README in the zips if they exist for full details! [TABLE=class: grid, align: center, border: 1, cellpadding: 1, width: 750, height: 11] CUSTOM MATERIALS available NEEDED FOR MOST OF MY MODS All Types of Trees Respawn available Into seedlings/breakable/regrow via game stages/ "Cactus become ghostly & respawn after 5Days FULL DETAILS A18 4.2 All Types of Boulders Respawn available Turn to small rocks then regrow after 5Days. All types of material mining ores! FULL DETAILS A18 4.1 All Vehicles Respawn V1 V2 V3 When broken down to nothing v1 makes them into tire of stacks to regrow or v2 invisible stage no one can see them. Respawns after 5Days FULL DETAILS A18 3.1 Larger Stacks available All items 1000 Blocks 20000 A18 1.1 Starter Items Quest available Starter items fully customizable read the text. FULL DETAILS A19 1.0 42 Total Dye Workstation available Craftable dye's workstation A19 1.0 50 Slot Backpack available 50 slots A18 3.2 All vehicles Extra Seats available bicycle 2/ hog 2 / gyro 2/ jeep 8 / minibike 2 A18 2.0 Nude Players+No Backpack available No-Backpack works fine | nude if custom profile it will be applied if premade profile nude prob wont show. A18 3.2 ExplosionsNerfed available highly requested done! (nerfs blocks.xml explosions such as barrels/vehicles. Items.xml nerfs things like rockets/dynamites that can allow a hacker to destroy your world. A18 1.0 RNG Event available Rare find, satisfying rewards, new mods,items,blocks fun event game!. FULL DETAILS A18 1.2 Casino Machines available Poker Table, Slot Machine, High Roller Table. FULL DETAILS A18 3.3 Admin/Player Decor+ Blocks/Items available Unique glass with particle light affects and much more recipes included. Admin battery+bank etc! FULL DETAILS A18 2.4 New Vehicles being updated..... police car, army truck, water raft, jetpack, m4 sherman(more coming soon) FULL DETAILS & CREDIT A18 1.2 Wiki TV available 9 Wiki Tv's for your server! https://pasteboard.co/IrAXH0z.png screenshot FULL DETAILS A18 1.4 Instant Crafting/Smelting available Super fast smelting and all crafting - (as requested) A18 1.0 Health Bars Players/Boss Zombies available Boss Only & Player HP bars when hit lasts about 5 seconds. - (as requested) FULL DETAILS & CREDIT A18 1.0
    1 point
  7. Day 12 Horde is complete on my Fire Series on Sorcery Mod!
    1 point
  8. So, along with custom prefabs dotted throughout the map, we've been having a lot of fun building our own city at The Outpost - and Alpha 19 with its colours and lighting just lends itself to beautiful pics and scenery! Here's just a few: The possibilities in this game are endless! It's not just survival, and tactics, and making good, good friends. No time to be bored with 7 Days to Die!
    1 point
  9. So long story short, the question of the topic had a hidden agenda. I have to agree. If this didn't exist, then there should be some kind of zombie where stealth isn't going to work at all. After all, when they come out with bigger and badder zombies that we can't one-hit with a sledgehammer, this doesn't mean they are trying to screw over a strength build. Maybe there should be a zombie immune to electricity to counter an intelligence build.
    1 point
  10. @stallionsden Well i guess i should have waited until i made a POI before asking this. Sounds like i just need to copy it in the prefabs folder i guess? And btw that POI you made. The cafe it´s called i think. The one with the "surprise" in the basements. Now that was fun. Just glad i still had grenades on me from hordenight.
    1 point
  11. How is agi/stealth getting screwed over by the POI design? For that matter how are the devs punching anyone in the face to force them into one thing that they want them to do? Here are some reactions to the auto aggro rooms that I can think of off top of my head 1) Guns Blazing and kill them all (non-stealthy) 2) Break a hole in ceiling or wall and kill them (stealthy) 3) Retreat/ Hide/ Re-emerge/ Stealth Kill (stealthy) 4) Parkour to high safe spot and pick them off (agility) 5) Set traps and barriers to delay them and hurt them while you actively kill them (non-stealthy) There's five which is a nice variety of options-- none of which are discouraged or stopped by the developers. There are probably even more. Only number 2 requires that you know ahead of time that the room is auto aggro. The only thing you cannot do is shoot them in the head as sleeping, immobile, heaps simply by walking in the room. But since you can do that gameplay for 90% of the rest of the time what's the loss? Where is the screw over? I understand ya'all don't LIKE it and that you would rather be able to shoot every zombie every time while it slumbered every playthrough and there is nothing I have against you liking or disliking the situation. But the options we have to respond to the trigger are plentiful and varied and a far cry from being forced to only respond in the alleged one way TFP wants us to respond and also a far cry from POI design screwing over stealth. Yes, there is a scripted trigger but our ability to respond to that trigger in a stealthy manner is preserved. That is a fact. Opinion is liking or disliking it but-- proven incontrovertible fact is that all the player's stealth perks are preserved to be used in reaction to any POI event and hence there is no screw over.
    1 point
  12. Good Idea. I didn't realize I had more on nexus mod and not over here!
    1 point
  13. Riles .. Just a quick thought .. Can you put a link to your others Mods on the forum ?? It would help players and users of your mods to find them ... It is just a thought Have a Great weekend and try to have some fun .. Take Care and Be Safe ... the Old Gamer .. 😌
    1 point
  14. Quick visual reference of where all the localization keys show up in-game for the questing system. Quests have a lot more keys than other parts, and it can get confusing trying to remember what is where. Edit: Forums shrink it to a max 1000 px in any direction. Download the full size pic here: https://github.com/stamplesmods/7d2dmodlets/raw/master/Quests_Localization.jpg
    1 point
  15. yeah i realize that the hard way AKA don't drink homemade hooch made of Ketchup when you are doing to do something..... wait what?
    1 point
  16. Just to up date you, I restored my save game from the day before and completed the quest again, and this time it produced the Trader to go and finish complete it. So all is now well. Thanks.
    1 point
  17. That does work with auto aggro zombies? They don´t auto aggro the 2nd time? You sure? Also good luck doing that on a quest in the Red Mesa without leaving the quest area. I really don´t have a problem with a normal fight when playing a stealth build, but that magic trick disabling a skill that you worked hard for kills the mood every time. I am all for the chicken btw.
    1 point
  18. i figured it out it was cause i had a new folder for mods instead of dragging the mods folder over thanks for the help any other issues ill be sure to add more info
    1 point
  19. The NPCAnimals has the basis of this, hire a dog for 10 meat.
    1 point
  20. Using Linux's command line, I ran this search command: :~$ find '.../steamapps/common/7 Days To Die/Data/Prefabs/' -type f | grep --include=\*.xml -rnw '.../steamapps/common/7 Days To Die/Data/Prefabs/' -e "SleeperVolumeFlags" The :22: is the line number 22 in the file. FileName:LineNumber: ResultFromThatLine Here are all the POIs that don't have pure "0"s
    1 point
  21. @Riles Use Notepad++. It has a Search All Open Files feature. I just select all in the config dir, drag them into the program, and search all. Also, get the "XML Tools" plug-in. Its a must-have.
    1 point
  22. Okay, I did some comparison tests to see how things work out. I wore military stealth boots, ghillie pants, a ghillie shirt, and a ghillie hood. I had "From the Shadows" level 3. In the middle of the night, I crouched in my base with the lights off and fired a shot at a distant target with each silenced weapon after my stealth meter had minimized to 2. Quality level and ammo type didn't matter. Yes, I could've checked the xml, but this was more fun. These were my stealth values. Pistol: 20 SMG: 21 Compound bow: 29 (7 if it never hits anything) Compound crossbow: 36 (11 if it never hits anything) Desert Vulture: 38 Double-barreled shotgun: 38 Pump shotgun: 38 Auto shotgun: 38 Marksman rifle: 47 Sniper rifle: 47 Tactical assault rifle: 54 M60 machine gun: 58 Other weapons were either not compatible with silencers, or I didn't have them. Long story short, if you want to use a silencer and be as quiet as possible, use a 9mm weapon. The bow/crossbow revealed another factor: the impact can be louder than the report. Shooting the Desert Vulture at a faraway satellite dish topped out at 38, but shooting it at nearby adobe or wood raised the stealth meter to 44, and shooting it at a nearby iron reinforced wooden door raised it to 50. I would hope shooting a zombie is a 'soft' impact that doesn't appreciably raise the meter, but I'll have to test that too.
    1 point
  23. Not yet....left vanilla game at 19.1 but may look to update now Khaine says his mod is upated on the launcher
    1 point
  24. I love the old UI, but the skill book UI is clearly new and fits very well, good job on that!
    1 point
  25. Its not the same. Its one thing when you have a modding community what compliments your game well like for Noita or when you have a modding community what essentially does the work of the devs by expanding their faulty product into a playable game like Hellgate London. Ofcourse when the main course runs dry you look for mods to spice up the gameplay but what im afraid of is the point where the mismanagment goes as far that i gotta need to download several separate mods just to play what the game supposed to be (Like how everyone and their mothers when someone says they are new to Skyrim will tell you to download 4 different mods to make the game work.)
    1 point
  26. I just visited a pretty new server running a variety of server side mods which included Snufkin Zombies. The Admin, 'Catman' gave permission to share the details if you are ever wanting a place to play. My ping was 250+ and I know that was pretty true due to my location but it felt very stable in there. Search ZombieShack PVE in the server name or drop in directly to 51.89.217.222:26910 which should stay the same as it's a rented server. I hadn't even reached the first trader and came across this challenge, which I ultimately ran away from as the Scorcher just brushed off anything I could throw at it. If any other server hosts want to share their own servers running Snufkin Zombies, it will give clients options. If we get enough, we can collate them into a list.
    1 point
  27. No, those are chicken eggs. chickens are ground nesters, vultures are not ground nesters (we have 5 pairs who nest in our old barn every year).
    1 point
  28. I added it in above the wandering horde section. I'm about to test and I'll get back with you. Seems that didn't work according to the server console.
    1 point
  29. But... you do go faster when you're running down hill. Try it again. On some steep slopes, you'll notice you go so fast that you start ''bouncing'' while running down and next thing you know, you can sprain your ankle or even break a leg. It happened to me. Just crouch and you'll go down slower. Its the same with vehicles, they'll go faster down a slope. I cant fathom why you didnt notice this.
    1 point
  30. Yep. Probably the greatest thing about investing your money into forming a company and then investing time to creating a game is that indeed you CAN set the rules in that universe you have created. So you are correct.
    1 point
  31. Just be glad the chickens are not like the old TSR game Gammaworld! (a world setting FAR better then anything Fallout could ever hope to be...) Gallus Gallus 5-13!
    1 point
  32. True, its a pointless fight really. Would make much more sense to improve the many "weak" aspects of the game like electricity, traps, AI, optimization and soo on that one would think that some random guy's latest levitating block structure is the literal last in the list on what to fix. I seriously hope we dont go down the Bethseda road where we must actively seek mods to get more out of the game because everything is focused soo much on this anti-cheese.
    1 point
  33. So I tried hordenight in a gyro to see how effective vultures were. Turbo vultures don't even stop you from cheesing horde in a vehicle. Get in your gyrocopter, fly way up. Vultures spawn near ground level, and if you're up near ceiling cap they are too far to chase you. if you spend 1 of every 4 seconds driving, and the other 3 coasting, you can make it all night w/o needing gas. The problem here is how much effort TFP puts into anti-cheesing, which is either a) ineffective or b) opening roads to a new type of cheese. It feels like they spend more time trying to prevent players from playing differently than adding new features. Vehicles are one example, zombies never missing a block when attacking is another, engineering-degree AI is another. Zombie swimming faster than people, can't forget that. Look, I like that they're improving the game. I think finding ways to make hordes less avoidable is good. But vultures and swimming just feel punitive. To steal from good ole Mr. Ford You can play this open-world survival crafting zombie horde game any way you want to... as long as its how Joel wants you to.
    1 point
  34. Hmmm. It is working for me. I just tested it out on the stone axe, the red stone axe thing, hammer, and nailgun. If you have the other mod still applied, it might cancel out what I did. Also, be sure it isn't just the schematic you have in your inventory? Oh crap! I guess I forgot to put it over here. 😛 Thanks for catching that! OOOh, also, if you have any mods that edit any of the tools used for upgrading, there is a property that you need to add the polish material to for it to work. It is under Action1. <property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoor1_v1,vaultDoor01,scrapHatch_v1,vaultHatch_v1,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail,resourceSteelPolishR"/> notice how at the end I added ,resourceSteelPolishR as that is the name of the polish I use. Hope this helps?
    1 point
  35. Not likely, but there could be some initial bandit work done during a20 that ends up in a21, just like Robotic drone was worked on in a19, but won't be out until a20 (probably). The main contention with anything in the game is people. I will probably do some bandit work, but am working on water now. Our other programmer doing AI will probably do bandit work, but is working on the Robotic Drone.
    1 point
  36. Thanks n2n1, I'll take a look when it releases and play something more than just vanilla. Regards
    1 point
  37. Sorry for the delay, yes, that's how you do it. You'd have to upload the Mods folder, then a few files from your7DaysToDieServer_Data/Managed folder, such as the ASsembly_CSharp.dll, Mods.dll, 0-Harmony.dll, and DMT.dll There should be no necessary changes for A19.2. I've been using it on the latest_experimental. Let me know if you see anything.
    1 point
  38. Bravo. I also liked how you got him reaching into the car, and idk how you did it but that reverse image of the inventory screen was pretty cool.
    1 point
  39. i can make the scout spawn a horde.. but since they were spawned by the scout spawning system.. they will all be scouts. the screamer does not have the ability to summon more zombies.. the scout class gives it that ability. so if your scout command calls in 6 crawlers.. all 6 of them will call in their own screamer horde if their alert goes off... lol
    1 point
  40. For this video I maxed out the Fire Spell Tree and take on 4 nightly hordes to see how the power of Fire stacks up to the hordes!
    1 point
  41. @Gessolin you forget highopes custom meterials, as main mod. https://www.dropbox.com/s/eupogj8zszkrudi/Custom Materials - HighHope.rar?dl=0
    1 point
  42. There is an old salesman adage: you cant take a feature back once you give it a customer. 1. bring back the auger as a craftable item. I have 50steel tool parts and 100 motor tool parts (or the opposite, can't remember) ... but cant craft a chainsaw or auger. 2. stop having birds slow/stop a motorcycle: really? 3. consider improving stamina loss/regen. That's your answer to make the game more challenging? you turned the game on its ear and ruined it. I get there are people out there who love ridiculous challenges, but not me. The base game is simply too hard now. Believe it or not, there are a lot of players who like to take it slower. 1. no auger, check ... np ... will mine 2. lose stamina doing everything especially mining, uhh monkey turds, check 3. can't mine fast enough, so can't build ... (collar checking nervous) check 4. get motor cycle built , check 4. blood moon birds stop you on motor cycle no matter what: *sigh* and the monsters run almost as fast a motorcycle: or respawn close to the motorcycle: not sure, don't care. ... if there was at least an auger recipe, or trader joe/josephine sold an auger: no sign after 30 days contrary to release note about augers: Auger no longer has a low priority to be for sale at traders (not sure what that even means) 30 hours wasted. dumping game and waiting for a better patch.
    0 points
  43. That's the correct repo. Disable the Dishong Tower Challenge modlet, and you'll get your grass back.
    0 points
  44. You tried, and now we know. Thank you. It is either hardcoded to be that way or missing something fundamental either at the same level or connected to a level up the hierarchical chain where they may separate. As a temporary workaround, maybe also adding the screamer to the regular Blood Moon feralHordeStage can add the illusion of anybody's screams bringing extra hordes. Maybe dropping the regular Blood Moon amount by 1 that can be alive at any time and adding her to the Snufkin Zombies blood moon group would offer a twist. There would potentially be periods of mellower play followed by periods of out and out mayhem as screamer hordes joined the array. A moment to breathe before the next onslaught. That is if there aren't any hardcoding conflicts.
    0 points
  45. How is the drone doing ? Your sidequick doesn't drop by the forums like ever so a little info wouldn't hurt. He is close to finish the 6 months of hell for newly hired minions (applies to any job or company) , so I expect huge things from that gentleman .
    0 points
  46. I wanted to discuss the zombie outbreak in 7 days, and what we know about it so far. We will discuss: The Landscape, The Zombie Behavior, and Zombie Types. The Landscape: The world of 7 Days is broken up into 5 distinct landscapes: Snow, Forest, Desert, Burnt & Wasteland. So what does this tell us? Well Burnt & Wasteland are irregular biomes. Firstly, the wasteland indicates some type of armed conflict. Clearly, during the events leading to 7 Days, there was a war involving weapons that can decimate a population, leave heavy building damage, but not fully topple the structures. The Burnt biome contains few structures, and was likely originally the forest biome. But for some reason, the land never recovers. As if some radiation or other mechanism is stopping the natural order. This take us to the next topic Zombie Types: There are a few special infected, but we'll talk about them next. I'd like to first point to the appearance of radiated zombies that not only remain "undead", but regenerate to that decrepit state. Maybe these zombies are a clue as to why the Burnt forest stays dead as well. Almost as if it's also regenerating to a dead state. Is this radiation or some type of infection? Maybe both? As mentioned before, there's also several types of special infected: Crawlers, Jumpers, Fat Cops, Demolisher, Dire Wolves, Zombie bears and Infected Vultures. Each of them has individual traits, likely related to their lives before the change. (Except the crawlers, that may have lost limbs after transforming) It is interesting that only a few animals can be turned into zombies. I don't think this tells us much. Zombie Behavior: Zombies essentially come in two flavors: Roaming or Idle. The roaming zombies move about the world searching for humans or animals to eat. They seem to either require nutrients or enjoy eating. After walking around long enough without eating, these zombies have been shown to drop dead. Now the idle zombies don't move until some meal comes real close or enough noise to indicate a meal is equally close. It's likely that zombies go into a sleeper state to avoid dying to hunger. This way they can preserve energy for longer. Conclusion: Does this means Zombies are still alive, infected humans? I'd say so, but perhaps something went wrong during the following armed conflict that led to the irradiation of some, causing horrible monstrosities to appear. (Like Radiated Wights) The timeline looks to be, that some infection, that affected some animals and humans began to turn people into man eating monsters. To contain this, nuclear weapons were used. However, this led to a nuclear war that wiped out civilization. The scarred remains of society are all that's left, alone with a few survivors, and a horde of mutated, infected humans. So, on my next playthrough, I plan on working on the cure. I think if I can convert the burnt forest to a fertile ground again, I will be on the first steps to success. Wish me luck! 😎😂
    0 points
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