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Showing content with the highest reputation on 11/21/2020 in all areas

  1. Hello! A19.3 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.3 we bring you: Better network package security A fix for SI exploits Have a good weekend everyone! A19.3 b3 Added Network layer encryption Connection rate limit More feedback for clients on why they are not allowed to connect Message on the client when they got disconnected because the server is shutting down Changed Improved supply plane drawing Rep
    3 points
  2. We have an updated A19.3 version for you guys! Have a fun weekend everyone! A19.3 b5 contains: Fixed Challenge notes can now be read from slot 9 & 10 Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml Weighted Head can no longer go into Machete/Knife/Bone Knife
    3 points
  3. This educational XPath modlet will place into your game, 15 volumes/books of an Encyclopedia named Zombiepedia. The Zombiepedia was assembled from tips, tricks, and helpful pointers of other survivors. When you find one of the books and read it, a popup is shown on the screen with the tips that are related to the topic or category of the specific volume you found. For each book you read, you are provided 2 skill points for increasing your knowledge of the world and game, and that specific Encyclopedia volume is added to your Journal in case you want to read back through it later. The Encyclope
    2 points
  4. Mods. Again. The solution for everything. You need mods to craft a normal looking door. To get more diversity in usable colours. To have blocks that you can see in game but not craft or buy. To get more zombies. And so on and so on. All those things should be a given tbh. And when you complain on here that all these mods don´t work properly together we will get a snarky answer that this is our own fault for using mods. Also no one will judge this game by how it runs with mods. If this is a sucess or not is dependent on how vanilla runs.
    2 points
  5. Sure, I don't know the master plan of the universe, let alone of the mighty TheFunPimps. Both of them have tested plenty of ideas and discarded them soon after, and I'm willing to bet that plenty of changes will still be made on both sides, so even the current state of things isn't indicative of much. We're all just shouting into the void for a lack of more pressing things to do. Maybe our shouts will be heard, maybe they won't, but at least we didn't bother to step outside instead of typing into the interwebs. Forget my silly mine-ideas, and go for fixing some of the already exist
    2 points
  6. They mostly come out at night... (V3.5) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few
    1 point
  7. Gonna just make this thread for all my modlets to keep it organized. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! The Wasteland: Bdub's Vehicles: zAlert: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: UAZ 452: Pickup:
    1 point
  8. I was about to post this reply in a thread... But since it applies to so many threads in the forum, I thought I'd make a new one... So... I keep reading complaints about the game in the forum... How it's going down hill and all. To be honest, I joined pretty late, like 2 weeks before A18, so lets pretend I don't know anything that happened before that. The way I see things is... This game is trying to do too many things at once. It's trying to be a Survival/Tower defense(ish)/looter-Shooter/RPG. And if we are being honest, as a : - Survival, it sucks. - Towe
    1 point
  9. Hey now, I still use the game pad haha. But I'm trying to get used to mouse and keyboard. And yeah, they stopped support for consoles during A16 I believe. It's still fun for what it is, but it feels like a PS2 game compared to the PC version.
    1 point
  10. Here is an update for the Snufkin Weapons Xpansion Mod. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov21 There are two changes as follows. 1. Mod Hats with Buffs. (oakraven) There are 4 new hats which can be added to the player in the color dye area and grant the user buffs. These are being tested at the moment but have worked well in dedicated servers up to now. They will eventually need localisation to explain their function and capabilities. Cow Helmet: - +1 damage resistance - Cold and Heat res
    1 point
  11. Wow, great mod! Makes the world feel quite a bit more active and holy crap the first wandering horde was a legit horde. I had to bug out and setup camp in the traders area, but that didn't stop them. They piled so high they started to drop a guy or two over the wall, this worked out great for working them down. Your mod had renew my interest in playing again, thanks!
    1 point
  12. Alpha 20 Stream with Richard Huenink and Lathan Meadows will be going live on Wednesday, November 25th at 8:30 PM CST.
    1 point
  13. Whew! I needed that. I'm finally picking up what you're putting down... ❤️
    1 point
  14. I'm not sure how I missed this! Thanks for noticing this and posting. I did test and didn't see any obvious warnings/errors. Kind of puzzled on that one. But looking at it closely I do see what you mean about the first lootgroup referring to a second lootgroup that hasn't been declared yet. I'll work through publishing a release on this now. ----- bugfix release published
    1 point
  15. Fixed for you Btw, @faatal, or you Gazz, are you going to improve the point of view transition, of when we change vehicle steering mode between mouse to keyboard and vice versa, with the left mouse button. Sometimes it changes a bit of the angle and is comfortable to continue, but sometimes it is like I am looking from a selfie stick point of view instantly, and a world class of slalom happens. Not a big deal, just wonder about it. Great job so far boys, keep kicking butts.
    1 point
  16. Did someone ask for a formula? Ta-da! gameStage = ( playerLevel + daysSurvived ) * difficultyBonus That's a bit more complicated than it looks though. For example daysSurvived is (total days played - (deaths x 2)) And daysSurvived caps at playerLevel. I.e. if you're level 4 on day 8, daysSurvived is set to 4 in this calculation. I recommend you look in <7 Days to Die folder>/Data/Config/gaemstages.xml for a very thorough explanation, including how groups influence your GameStage (GS)
    1 point
  17. A lifetime ago... I built educational software simulations in ML(animation subs) and C++. I mostly built biomes filled with wildlife with primal AI (thirsty, hungry, sleepy, defending). Managing the threading priorities (what is noticeable) in the event manager is key, along with giving the entities faster options (e.g. less accurate approximations, or delaying an action) when the number of active entities gets too high, or FPS for example drops. So, in this game, I would imagine a scenario, like 100 zombies getting hit by a concussion grenade and falling down. If they all try
    1 point
  18. Okay, so I spoil your fun: TraderBobMasterMechanic TraderBobMasterScavenger TraderJenMasterScientist TraderHughMasterHunter TraderHughMasterLaborer TraderJoelMasterSurvivalist TraderJoelMasterSecurity TraderRektMasterFarmer
    1 point
  19. I have fixed the motorcycle error for the next update, tweaked the spawning rates, added some new vehicles and so on ..... realistically the next beta version will be out in January 2021 unless I get more free time , recently Actinium has just started a new job also so his time is limited on the overhaul at present as well. regards Ragsy !!
    1 point
  20. You are right with the bloodmoons. Or were for older versions. Now the first bloodmoons end super early, even in a group of 4 at day 28, it was over at 01:00 am. Not really hard to be prepared for and in SP it´s even easier because you don´t have the higher gamestage as you have in a group. I think my day 35 bloodmoon in SP ended right after midnight. And when they finally start to last all night, you usually have enough of everything so you basically only need to repair your base. Getting ressources is easy because we play in an empty world. If you use the iron pickaxe you can min
    1 point
  21. Server closing, no money for dedicated and game servers are no where near enough for this @%$#ty performance.
    1 point
  22. The last harvestable stage requires crop plots for them not to disappear, I will later edit the first seedling stage so that you can't plop them anywhere (forgot to do that) Yes, within a land claim block area, but you need an artisans station to craft the land claim block, the first tier carpenters table is cheap to make, don't get too fussy about it. And this is not Ravenhearst, don't expect me to do things you see in other mods, because I have no intensions for players to carry around workstations in their backpack, it defeats their purpose. 😛
    1 point
  23. I hope everyone has been staying safe over these months. 💜 I'm really happy to announce some awesome news, and features, since my last update. 🎉🥳💥 We're now an official server partner! 💪 I'm thrilled to have had the chance to show off our platform to the 7 Days to Die team, and even more thrilled that we've made it onto the list. We've now hosted more than 6,000 servers 🤓 What's the best way to spend isolation or lockdown? Playing 7 Days to Die with friends, obviously! We've now hosted more than 6,000 servers, and we have an Excellent 🌟🌟🌟🌟🌟 rating
    1 point
  24. @SylenThunder I popped in Zed Rising for some mellower gameplay and could enjoy the setup. I received a NullReferenceException on the second attempt to join. Is this something I should attempt to resolve on my client version?
    1 point
  25. Seriously, why should the devs remove any dangers nature provides you? Dive too deep and you might suffocate.
    1 point
  26. lol Everyone says that! If the gyro's flew half as well as the Deathgliders we'd be set! Working on a video tour. Pictures don't quite do it justice. Hoping to have it up this week if your interested.
    1 point
  27. Yeah. And when we don't want to play that way we get told "Just turn zombies off". Yeah, nah! There are other games that don't have zombies in it, that are way more fun. What I want is the freedom of choice how to counter a horde - if I want to do so. And if I can do so on the same server as my friends, perfect. Am I bothering anybody if I'm not actively participating in horde night? No. But when I try to make that point here, a lot of people act butt hurt. They don't even know who I am when I am on a server. They don't even know what I do on horde night. They don't eve
    1 point
  28. They used the rarely-seen Random Insertion Sort algorithm: 1) Using RNG, randomly insert each element into the list 2) Check the list to see if it is sorted correctly 3) If it is not sorted correctly, remove all items and repeat at #1 That's what you get for hiring MIS majors. <ducks>
    1 point
  29. That boggles my mind given that recipes are essentially a tiny bit of text, and even on PCs hosting DOS, using processors from the days of PCs hosting DOS, vast amounts of text could be sorted in the blink of an eye. -Morloc
    1 point
  30. New: Scheduled actions! You can now schedule actions like restarting your server at predefined times:
    1 point
  31. Looks like I'm freediving. @%$#. 💦 Seriously, they need to increase swim speed or at least let us sprint upwards underwater. That supply drop was 16m under the surface. I had 2 seconds left when I got back up and that isn't even the deepest lake in Navezgane... 😠
    0 points
  32. I have been wondering over this question for a little while. If stealth is an intended gameplay mechanic with its own build/perks why are the developers of this game deliberately screwing over the stealth builds in their POI design? I mean in particular those auto-agro rooms where everything is waking up and beelining straight to you by a script and not by any action you are doing yourself? This is, ofcourse, not the only indication of particular dislike towards stealth gameplay by whoever is designing the POI's there are also these breaking floors you have to run over or fall into
    0 points
  33. I thought zombies were supposed to dig in A19, but I built a "trap base" near bedrock with a long ramp going down to me, and they didn't show up on BM. I guess there's a limit on how far pathing can reach out? @faatal : could you check this for A20 and see if it's possible to have them path to you from 60-100 blocks away? (at least during the Blood Moon!)
    0 points
  34. The vehicles in 7D do count as water transport.
    0 points
  35. There's a proverb : if it looks dumb but it works, so it's not dumb. This is a topic not for PGM optimized roXXor autonomous game-breaking bases, but just weird and fun working builds. Maybe my topic is redundant (I didn't read ALL the forum), so I apologize if it's the case. I'm actually working on various zombie carrousels. This one seems to work well (tripwire linked to horizontal door -> Z falls -> Z climb again -> Z falls... I just have to molotov time to time) and makes no-stress bloodmoons. Pimps nerfed the "slippery slope" ? Nevermind : I use it to make
    0 points
  36. The fun of such bases is designing and building them. And zombies running in circles are a nice to watch. Just get some popcorn, lean back and enjoy the show
    0 points
  37. Seems pretty boring to me. Where is the point of Bloodmoon when you just let them loop. just turn it off if you don't want to fight them xD
    0 points
  38. I spawned in the T1 iron crossbow, magnum, and hunting rifle since I rarely, if ever, use these weapons, and I wanted some ranged weapons that didn't make me feel too powerful from the get-go. They're all unloaded and I've set a rule where once they break, they cannot be repaired. (I might backtrack on this detail though.) The flashlight replaces the torch, for roleplay reasons, and the clothing is there for similar intent. The standard can of chili, bottled water, and first aid bandage have remained. No idea why I thought to post this to be honest. Maybe someone out there is exper
    0 points
  39. We support maps >8192 on any plan other than our base plan - e.g. our $30 or $45/month plans. And yes, we provide full FTP access!
    0 points
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