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Showing content with the highest reputation on 04/07/2021 in all areas

  1. Added Feral Sense option (None, Day, Night, All). I'm still tweaking it, but I expect to be playing with it set to Night and actually being afraid of the dark.
    3 points
  2. Version 0.1.0. released! Some new feature are: Added custom heightmap support Added custom POIs support Improved world generation Improved interface
    3 points
  3. I think asking if people enjoy being encumbered is misleading. People don't enjoy being hungry, bleeding out, running out of stamina, etc. It's not the right question to judge a mechanic. The first principle here is, the player's inventory is limited. Given that, what's the best way to limit it? I see encumbrance as a way to impose a soft limit instead of a hard limit on the inventory. Remember, the inventory is considerably larger than it was before. Back then it was a hard limit: carry up to x and then you hit a wall; you can't carry any more. I like this soft limit better
    3 points
  4. I suspect that 7DTD with a weight based system would be horrible. If bicycles were a bit more accessible to start then it would make things a bit better (like not requiring a perk to make, just finding/building parts). But I also like the idea of having an even smaller backpack to start and building bigger ones as you go.
    2 points
  5. @BioFringe just in case you missed this important announcement....
    2 points
  6. I like it and wish it went further-- as in smaller backpacks with less slots to larger backpacks with more slots than we currently have. The whole point of it is to feel that sense of accomplishment once you have a vehicle and/or all slots cleared. I have played with mods that increase backpack size and/or clear all slots by spending one skill point in pack mule and those mods make the game feel much closer to creative mode to me. Same with the early game struggle to manage stamina. It might be annoying and we might wish to be able to do everything we want wearing whatever we want for as long
    2 points
  7. Ravenhearst 7.4.0 for 19.4b7 Stable has Released NOW Available on the Launcher and Gitlab **Links are unchanged from 7.3. Even though it reads 73 in the filename it is 7.4. Make sure you update to 19.4 stable** Client Files Server Files Head to our Discord for bug reports, help and information. We hope you guys enjoy this edition, but remember it is still unfinished so expect issues, bugs and possibly wipes until we reach stable 7. **Patch 7.4.0 for 19.4b7 Stable** No Wipes Needed Addition: Sp
    1 point
  8. This is a big WIP. It's official, I've lost my mind. I've been wanting to do a municipal, or combo local/state/federal government skyscraper building for a while. Thus I have begun this 12 story (including basements) skyscraper. It will be divided into zones for local, state and federal offices. I'm going to try and use unpainted blocks where possible and not too many complex shapes to keep the memory usage low given the size, while still making it fully dungeonized like all my other prefabs. This will take a while so I may take breaks and do other, smaller prefabs in between.
    1 point
  9. I am one of those that could have 20 full stacks of wood but hate to put in one more stick than is needed in the campfire or forge. I was wondering if it is possible to add a time under the queue of items that shows the total time of all the items in the queue. I know I could do it in my head and get a close approximate but figured this would be better.
    1 point
  10. So you play with GodMode enabled. Gotcha.
    1 point
  11. but.... try playing it with GodMode off... its a whole new game then. i was amazed
    1 point
  12. I think, it would be nice to have some kind of button or a "press Enter" to start/join a game. Especially when a new game generates, it takes pretty long, so you can go do something else and then be back without wasting valuable daylight.
    1 point
  13. In Italy GDR means "gioco di ruolo", which would be an RPG or role play game in English It could also mean "global depository receipt"
    1 point
  14. Well done Sir! I will have a look at this once im done with current map. Is there a config file where i can alter the water and snow cap heights?
    1 point
  15. If I am using "hwmonitor" and verify that some 2 cores go to 100% when the server is running for a long time. It is certain that if I use a map with vanilla prefabs I will not have this problem, they are rendered and do not exceed blocks and zombies objects. So I verified another problem is that if players enter, then they disconnect and re-enter subsequently, it overloads faster, the server does not eliminate the junk data that the players load and many things. I don't know if the same thing happens to someone with a better host.
    1 point
  16. I've got a leaked video where TFP are experimenting ways to reach a bigger game audience. This is a speed reflexes test of the new DDFS (Dumbed Down Fighting System): just press random buttons very quickly and your character will fight for you without further input! Basically, with this smart commercial move, TFP will easily acquire all pet owners across the game market.
    1 point
  17. I recently ran into the Omni Tower for the first time. I assumed it was about 10 stories tall...LOL. Nice work! The conference room, the stores; all nice touches! -Morloc
    1 point
  18. What i'm talking about is, with encumbered slots, the inventory slots doesn't even need to be finite. Because encumberance will make you unable to move, once you have X items more in the inventory then you have unencumbered slots. It's just an unnecessary hardcap and because of that hardcap i'm not even using the full potential of unencumberance, because it is pointless if you hit a hard wall only one slot later.
    1 point
  19. There are many different systems out there. Also for different reasons. ARK: has a weight system, the player itself can carry almost nothing. The focus is that you require tamed dinosaurs for transportation. Also you can transfer items from one inventory to another directly. So you can move e.g. stone directly from the storage inventory to your dinosaurs inventory and also when crafting you can use items directly from a container. So the interface allows to compensate that. The player itself can also increase the weight he can carry, but even if you put all your skillpoints into th
    1 point
  20. Hi there, as it was suggested to me I open a new thread on my management scripts and native Linux server support. This is basically following up on the thread Dedicated Server without hacky workarounds though this is in Linux Bugs where it might be overlooked. I created a full set of management scripts for a Linux based 7dtd server. This allows basic operations like starting/stopping as well as advanced things like a few event hooks. (This also includes native Linux engine files so you do not have to use workarounds like Wine to run 7dtd. Unfortunately these files are 32 Bit only so
    1 point
  21. Your CPU is your weak point there, and running Windows isn't doing you any favors. The processor doesn't exceed 40% used because it can't. It's maxing out a couple of cores, and isn't properly multithreading. If you compare it to even a Xeon CPU from a few years prior, the Xeon will run circles around it. So will something equally old like an i7-3770. (and they're beating it with lower clock speeds and fewer cores at that!) Other considerations would be Pagefile size, amount of space on the SSD, other programs using RAM, ect. More information would be needed to assist you further
    1 point
  22. Actually this does not work. Just tested it and game stage does not change and the slider only lets you move it to day 16. That's what you get for posting at work and before testing. Haha
    1 point
  23. For giggles, I modded the auto-shotgun and shells to do 9999 block damage in a tight spread at 120 RPM and 1000-round magazine. It was an extremely effective terrain blaster, but even with the tightened spread, not particularly precise. You could make a 5x5 or 6x6 tunnel with it, but there'd need to be significant cleanup on the margins.
    1 point
  24. From what I've been hearing, it's better to just buy a pre-built system with a card in it. Though you may still be at a bit of a lottery as to what card you get. Estimates are that we won't really see much improvement until next summer.
    1 point
  25. For those that don't like the loot progression, enemy progression, stone age, etc just start a new game press F1 and type "dm" Enter. Then press Esc and change the day to day 57 or 64. You will be a brand new level 1 character with nothing, but the enemies will be stronger and the loot will be better right off the bat. You may even skip the Stone Age all together. You will even have 7 days until your first Bloodmoon.
    1 point
  26. Did(I subscribed to his channel). He also maxed out at the very beginning by leveling himself up through the console commands. That is an artificial advancement which is different than playing so long you earned enough XP to max out everything.
    1 point
  27. If you all could grab a screenshot of your configurations and share them we'll look into it
    1 point
  28. I don't particularly enjoy it, no, but it's part of the game, and unlike the blood moon or gps Zombies, I can deal with it, with little to no issues. Like many things in the game it forces us to make choices, keep that brass trophy, candelabra, and radiator or scrap then to 1 pile of brass and lose 25% of the whole? I try to avoid putting points in pack mule, just because they are not needed as long as you are making choices. A drop box here, a drop box there, and once I get vehicles or heavens bless me and a I find a pocket mod, or the way to make them, I'm keeping my enc low. I agree
    1 point
  29. I am confused. Are you saying that the game shouldn't get harder as you survive in the game? So if I just hunt animals and search bird nests all the time for a straight month (and basically not loot any POIs but survive by finding food), the game should never advance in difficulty because I have not advanced my character? With the game stage tied to days survived and your level, it is basically constantly challenging you to improve your character as the AI manager is going to throw tougher enemies at you. It's this micromanagement of your character that makes the choices you mak
    1 point
  30. Just wanted to point out that pipe weapons existed before Rust (Fallout 4 released with pipe weapons). Improvised firearms were not invented by Rust - Fallout 3 had the Rock-It Launcher (later changed to Junk Jet).
    1 point
  31. Live to fight another day, there is not a single enemy in the game outside of sprint 24/7 zombies that the player cannot evade by feathering the shift key to preserve stamina, and using anything to break LoS. The moment something loses visual on you, they go to your last known location and stay there. Use the dips and valleys in the terrain to your advantage, run around the large rock formations, navigate through POIs, etc. The only way you should die to wildlife is if you run out of stamina, or decide that going toe-to-toe with them with a club and bow are a good idea.
    1 point
  32. So what? It makes the game more difficult. Now increase zombie spawn like in most mods and zombies get harder. I listed 4 things to do, do it all and you will find yourself challenged. Or start A16 again and feel as bored as you are now. I know, I have visited the hub city in A15 when I had more experience with the game and it was much less dangerous than when I had been a newbie.
    1 point
  33. “No disrespect” basically means thry are about to disrespect you or my favorite “not to offend you” right before they say the most offensive thing
    1 point
  34. What I meant is that once you choose a tree you are not locked out of weapons and gear that belong to a different tree. If I focus on Agility, shotguns are never grayed out and no message pops up to tell me that my class isn't allowed to use such weapons and I'm not restricted from wearing heavy armor if I want to. It is more expensive to go broad instead of specialized but it isn't impossible to play even late game with a broader mix of skills. Sure, it is fun to progress with the intent of maxing out at least one weapon but it definitely is not a forced situation. Th
    1 point
  35. I am guessing this is directed at me? Nah, I just would not have lost my chemistry station, because I would not have had an extra station to craft that does not act like a normal voxel(?). Was just annoying because I have had really bad luck with loot in that world, and was looking forward to using it. Then it died in front of me. Although it was also kinda funny. More annoying at the time... more funny as time passes. Pretty sure the simplified system will have a similar progression to what we have now, just it will be gated by upgrades, similar to the
    1 point
  36. So instead of being able to get to day 60, you'd get to what, day 20 and be done?
    1 point
  37. I'm not saying it is a class less system and I think neither is Roland. But you are not locked into a class. Lets assume it was a typical skill-tree. In such a system you would as well either have to choose between knowing one skil branch perfectly at some point or know two branches less perfectly or far. Does that lock you into a branch?
    1 point
  38. Not from the start, in the early game it costs you nearly nothing to branch out. And it actually costs you the same to make a dual-class without the 5th perk level than to make a single-class with 5th perk level.
    1 point
  39. If you started in A15 then you have progressed from beginner to expert in that time which changes a lot. Yes. vanilla at default is easy, but vanilla is made that way for beginners and at the same time for people with minimum spec hardware. Experts are supposed to do some of the following things; 1) use mods 2) play on harder difficulites like insane 3) increase zombie numbers if your hardware allows it 4) decrease loot amount ...
    1 point
  40. This attitude right here is what has turned the game into the unsatisfying grind that it is for you. How about forget about an iron tool and your knowledge that leveling up quickly will get you an iron tool sooner. Instead, try staying close to your spawn point and whatever closest POI you come to start fortifying it. Work on planting a garden and playing the game like a survival game. Don’t spend any perk points and don’t finish the trader quest portion of the tutorial quest chain until after your first bloodmoon. During that first week just explore around and loot any POI
    1 point
  41. I find gobs of useful stuff besides stone tools and weapons. I think you are too focused on efficiency and opportunity cost. Stop thinking about what you might find later if you just put off opening containers until you have a higher gamestage and work with what you can find now. You are simply playing the game as a grind to get your levels up higher as quickly as you can. That is your choice and there is no one forcing you to spam quest after quest. Also, the current state of the game is temporary. Whatever it feels like it has turned into for you, it will turn into something els
    1 point
  42. Thank God I am not the only one that does that. I looted the town I am in and working on the town next to me. Though I have gone from loot chests (those I used mostly when I am using the bikes) to the 4X4. I must be weird, but I have no issues with the current loot strategy - I will also admit I won't have any issues if TFP makes changes down the road to it. With the current iteration, it makes things simpler for me when I am playing. For the first 1-2 weeks of playing, I am just concentrating on survival - food, water, collecting basic materials, prepping my location for
    1 point
  43. Good day magejosh Can you point me to the timer file .. I looked, but I must have missed it. I would like to change mine also. Thank you ... the Old Gamer .. 😌
    1 point
  44. If you reduce loot to some tools and weapons you already lost the bigger view because you concentrated on something you as a player should ignore if you want to immerse yourself into the game world. I loot all the time in early game because my prioirites are to feed myself and start getting resources and mods and books. The devs seems to think the current situation isn't optimal as well, AFAIK loot tables are getting a makeover and there definitely will be the choice to raid other biomes for better loot (tables) I consider the current loot tables too strict as well
    1 point
  45. Your appreciation is appreciated. I've never edited a vanilla POI before and have no idea what files I'd have to pack to redistribute it. It would be a great solution as opposed to people building separate boards in their bases, I suppose. But if I did that, I would have to give the quests themselves a cost so that someone couldn't just take them all. The problem though is that if I were to do that, the rich would get richer as end-game players could just buy up all the quests as soon as they spawn. Without some other way to balance it out, I'm going to have to keep it as-is. As f
    1 point
  46. GNAMOD DOWNLOAD HERE Join Gnamod's Discord 1. Basics 1.1 Introduction Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either. Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to
    1 point
  47. Well, 7th and 8th gens at least overclock pretty well enough to make them worthwhile. I agree though that Intel has been a bit lackluster for a while. It was amazingly frustrating to see that the 10th gen wasn't any faster than the 9th gen, and in some cases was actually slower. I don't see the latest to have much of a change regardless of the new architecture. They showed real promise in the 3rd gen by going to 6-core CPU's, but then went right back to 4 for reasons I cannot fathom. Upgrading does kick you in the ass with each generation having a different socket. Sometimes even within the
    1 point
  48. Its just theyr way to do things which almost every one tend to agree that suck, removing depth from the game and calling it "optimizations" as been a trend since the @%$#ty a17 patch, worst thing is that sometimes nothing is re-added after "improving" the thing, only cutting out elements of gameplay that people appreciate. "confusing to upgrade your base with the insane current block upgrade path" yeah i imagine what of an overload of mental struggle it goes on with such high numbers of blocks upgrades, hopefully modders are gonna be able to fix what devs itself screw up.
    0 points
  49. In A17, you looted POIs specifically for loot. Especially a shotgun messiah or a working stiff tools because you don't want to spend 2+ minutes cutting down a tree or chopping that rock. But due to the changes in A18 and A19 with the loot tables, you know that if you raid a Working stiff Tools you will find literally nothing but stone items, because a number known as gamestage depicts it that way. I consider it to have moved away from a scavenging game. Scavenging is going through shelves and shelves of stuff "hoping" to find something, now its just "if i raid this, i KNOW i'll fin
    0 points
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