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Showing content with the highest reputation on 06/01/2021 in all areas

  1. Not that I know. Everyone who actually uses melee weapons can tell you that they are seriously OP already. Heh
    3 points
  2. Download via Dropbox: https://www.dropbox.com/sh/n3spvp5feyl6wal/AADI-TYhjiBQQoQ_upsp6whFa?dl=0 For this POI I took a look at a traditional old house in the same city of which I have already made the castle ( https://community.7daystodie.com/topic/22355-castle-altenburg-bamberg-alpha-19-ver2/ ) The outside is modelled on the original, while the inside is structured like you would expect to find in old residential houses still in use today. For a bit of gameplay fun there are a few hidden places, and I generaly tried to make it more interesting to play than the castle - which is why I chose a modern interiour that reflects a possible use today rather than keeping age ambiguous which I had found to be quite limiting in options for loot containers, etc. when I made the previous POI. The original is a protected historical building, that was build in the 15th century and - according to Wiki - had a lot of changes done in the 17th and 18th century. The building is called Curia Schönborniana and was in use by the canon of Bamberg Cathedral. As always I'm happy to get some feedback from you guys - and I hope you have fun with it!
    2 points
  3. Good point. On that note, I should ask this question: @Gazz, I would like to know... how much better is the baton tree in a20 ?. The reason for this question is: This is a stone axe top tiered and with combat mods: Stun baton with the best mods it can have: Primitive tier 1 wooden crappy bow with 1 mod: Looking forward to your answer, lol. Should we still get the "but d towers help" crap ? xD. That piece of clutter needs balance. Low damage ? sure. but not lowest in the whole game being dwarfed by even a stone axe.
    2 points
  4. I think looking at me i would first run out of willingness to do so for my own sanity xD I would really admire if someone would do that though
    2 points
  5. Well, how about some questionable math? A 4K world has about 1 billion terrain blocks (not air), give or take. If 1/100th of one percent (one out of every 10,000 blocks) is an ore block, you will have 100,000 ore blocks in the world. Assuming they are equally divided between iron, lead, coal, nitrate, and oil shale (which I don't think would be the case since oil shale is only in the desert), there's 20,000 ore blocks each of coal, nitrate, and lead to dig up. With no perks or candy you get 50 coal/nitrate from each block, so 1,000,000 coal + nitrate would be available in the world. So you get 1,000,000 gunpowder when using the chem station (but without the bundle perk). Lead is also 50/ore block and it forges 1:1, but requires 2 for each bullet tip, so you'd get 500,000 bullet tips. Assuming infinite brass (which is far from the truth; brass would be the real limiting factor I think), you could make 500K 9mm or about 333K 7.62 using the above numbers. If you shoot 100 rounds per day and 1,000 rounds on horde night, that stash would last somewhere in the range of 1350-2050 game days depending on which ammo you use. For example, with 500,000 9mm, you get: 2050 game days = 292 horde nights x 1,000 rounds per horde = 292,000 rounds used 2050 game days x 100 rounds per day = 205,000 rounds used 292,000 + 205,000 = 497,000 rounds, leaving 3,000 extra for shooting chickens or whatever If I understood biomes.xml better (specifically how the "prob" for the sub-biomes actually works) then I could be much more accurate. My suspicion is that I am under estimating the amount of ore in the world. Especially since the biome rules place ore at X layers beneath the surface, not at some absolute depth, so mountains and just higher elevations in general have much more space for ore. Just look at this screenshot using a mod which shows ores. There is a TON of ore hiding beneath the surface and only some of it links to a surface ore boulder.
    2 points
  6. Hello, @faatal! On June 22, AMD will introduce the open-source FidelityFX Super Resolution (FSR) technology,which,in theory,will give a second life to old video cards and improve the performance of current ones in supported projects. Is it possible that you would consider adding support for this technology if Unity were to support it?
    2 points
  7. Hi guys, i am happy to provide you with my finished ModPack V.2.0.10 for download. https://drive.google.com/drive/folders/1lyNpeuuMikvDwapTep1VDY3-haA98qaP?usp=sharing The aim of the mods is to continue to accompany the player in the game and to offer him a story-like content. Some existing elements have also been made available and slightly adapted. In doing so, the original feel of the game should not be changed or the impression of a later added extension should be created. ............................................................... Note: Languages: English and German So that the texts and given times fit, the mod should be played with the following settings: Blood Moon Frequency = 7 days Air Drops = Every 7 days So far, tests have only been carried out in singleplayer, but multiplayer should also work. ............................................................... General: The ModPack was created on the basis of the vanilla version and should be compatible with common vanilla mods & modlets. The aim of the mods is to continue to accompany the player in the game and to offer more content. However, this should not change the original feel of the game or create the impression of a later added expansion. ............................................................... Dos_Balance-Mod The Dos_Balance-Mod was developed to make aspects of the game feel more rounded. It was important, however, not to decisively influence the style of play or to change the balance of items, consumption values and loot. - MasterChef In order to be able to cook effectively in the later course of the game, independent farming is essential. For this reason, the "MasterChef" has also been moved to the "Fortitude". - Solar The use of solar energy was only possible very late in the game, as the costs for solar panels were disproportionately higher than other items that could be bought at the Joe. The price has been reduced accordingly. Furthermore, the use with the basic values of the battery bank was rather uninteresting, as they did not correspond to a standard generator. The use of 6x level 6 batteries was possible, but exceeded by twice the possible output. - Advanced_Constructor The skill of the "Advanced Constructor" is supposed to relativize the drop / loot rate of the schematics for power tools. The recipes can be unlocked in this way, but due to the cost of the skill, this can only be done later in the game. To standardize all power tools, the nail gun has also been moved from the "Advanced Engineer" to the "Advanced Constructor". ............................................................... Dos_AdvancedTutorial-Mod So far, the player has been left completely to himself after completing the first basic tutorial (8x quests) and visiting Joe. So that the player still gets the feeling of being intrigued into the game, extended tutorial series have been added to the existing one. ............................................................... Dos_Decoration-Mod In the standard vanilla version it is possible to create a secure base, but proper housing and setup, as in prefabricated POIs, is not possible because of the decorative elements that are not available to the player. With the decoration mod, vanilla decorative objects can also be activated and manufactured. ............................................................... Dos_StoryMod A missing aspect of the game is that apart from foraging for food and surviving the night feral hordes, no challenge to be attained is imposed on the player. Furthermore, after the end of the basic tutorial, there is only interaction between the player and the game via Joe in order to complete insignificant orders. - Find_the_Vaccine From day one, the player is infected with a deadly buff. This can only be removed by making a final vaccine. In order for this to be produced at all, several quest series must be successfully completed. Otherwise the player ends up in a dead loop that cannot be interrupted and focuses on a new beginning. Should ee manage this, however, he will be richly rewarded with skill points. - Letter_from_the_Black_Mountains In order to also offer a continuing interactive element, an expandable news quest series has been added with the help of the Airdrop. The current situation and background information are provided by letters and overlay. ............................................................... Special thanks go to: Eihwaz, Max Fox & Flexible Games for your absolutely great and helpful tutorials on Youtube, my dear wife for her constructive criticism and her patience ;-* , khzmusik because he showed me the limits of the code ^^, Jack Fleischhammer, Minyas (aka Hirnsturz), DerValiser (formerly Valcry) because they brought me to 7 Days to Die and Google for their translations
    2 points
  8. That's literally WHY I turned it off. Dude. It's not an MMO. You don't have to refine it down to math to calculate the most efficient grind. Just go play the game 😛
    2 points
  9. THIS MODLET HAS BEEN UPDATED. The current Version is 19.6-ZZ005 (As of 9/23/2021) See release notes for later versions found within this discussion. I've made a collection of original prefabs (POIs and Decorations) available as a modlet. It does not contain any custom blocks, resources, objects, etc. It depends only on the vanilla game and introduces no other requirements or dependencies. My goal is to provide semi-plain "meat and potatoes" POIs of an acceptable quality and in enough quantity to fill gaps in world generation and make a meaningful dent in player demands for variety. I hope you'll find these to be good enough to help round out the nooks and crannies of your generated worlds. The modlet is configured to plug into the Vanilla game, but it also includes suggested configurations for the Nitrogen and KingGen world generators. My prefabs are also contributed to the CompoPack, though that mod's release schedule seems to correspond with major game releases. Thus, I have also decided to make this stand-alone modlet available. Download at NexusMods Included in Version ZZ005: zztong_Apartment_Bldg_01 zztong_Apartment_Bldg_01_destroyed zztong_Apartment_Bldg_02 zztong_Apartment_Bldg_02_destroyed zztong_Bar_Pool_Hall_01 zztong_Brownstones_01 zztong_Cabin_Fort_01 zztong_Cave_01 zztong_Drive_In_Movie_01 zztong_Drive_Thru_01 zztong_EMS_01 zztong_Farmers_Market_01 zztong_House_01 zztong_House_02 zztong_House_03 zztong_Hunters_Trap_01 (Decoration) zztong_Hunters_Trap_02 (Decoration) zztong_KZMB_Radio_01 zztong_KZMB_Radio_01_destroyed zztong_KZTV_01 zztong_Law_Offices_01 zztong_Lumber_Yard_01 zztong_Masonry_01 zztong_Mass_Grave_01 (Decoration) zztong_Mass_Grave_02 (Decoration) zztong_Motocross_01 zztong_Office_Bldg_01 zztong_Office_Bldg_01_destroyed zztong_Office_Bldg_02 zztong_Office_Bldg_03 zztong_Office_Bldg_03_destroyed zztong_Pharmacy_01 zztong_Pharmacy_01_destroyed zztong_Propane_01 zztong_Remnant_House_01 zztong_Restaurant_01 zztong_Shelter_01 zztong_Shelter_01_destroyed zztong_Solar_Farm_01 zztong_Stone_Quarry_01 zztong_Store_XS_01 zztong_Store_XS_02 zztong_Store_XS_03 zztong_Store_XS_04 zztong_Store_XS_05 zztong_Store_XS_06 zztong_Store_XS_07 zztong_Store_XS_08 zztong_Store_XS_09 zztong_Store_XS_10 zztong_Storm_Cellar_01 zztong_StripMall_01 zztong_StripMall_02 zztong_Survivor_Site_Urban_01 zztong_Tent_01 (Decoration) zztong_Tent_02 (Decoration) zztong_Tent_03 (Decoration) zztong_Tent_04 (Decoration) zztong_Tent_05 (Decoration) zztong_TFP_Army_Barracks_01 zztong_TFP_Cemetery_01 zztong_TFP_House_New_04 zztong_TFP_Ranger_Station_01 zztong_Trailer_Park_01 zztong_Warehouse_01 zztong_Wind_Turbine_01 A few pics:
    1 point
  10. Hail survivors! This post is for those of you who own/run/admin your own server, or those interested in doing so. The 7 Days Admin Coalition is here to offer support to the admin community in technical and non technical ways. Website: https://www.7dac.net/ Discord: https://discord.gg/VwwYA5h Youtube: https://www.youtube.com/channel/UCARhwiLrYLRHaqquwgaGODg Once you join the discord you will be in the welcome channel, from there just read and you'll figure it out. Thanks for coming to my Zed Talk. -Spectral Force
    1 point
  11. Hi, I'm new to the forums. Can someone tell me when A20 is releasing?
    1 point
  12. My first time encountering one of those I tried repeatedly to pick it up and then smacked it with my stone axe figuring I could at least get some iron out of it.
    1 point
  13. Nice work, generating a 16k map in 4 minutes.
    1 point
  14. Hi TFP & Everyone. I dont know if it was talked ever before or not, but i had an idea about adding some more game and difficulty options to the game. I know my list is totally subjective and hardcore ideas, and the amount of work to implement them can be very overwhelming, plus i dont have any clue that TFP planning or not doing something similar: But any way would it be possible at least to create a mod something like this? I think even more customization options means more possibilites and more personalized gameplay experience and game balance even for new and veteran players So i think about things like the following examples: - Seperated option to set loot abundance % on how many bullets can the players find in loot - Seperated option to set loot abundance % on how many food and drink can the players find in loot - Seperated option to set loot abundance % on how many medical items can the players find in loot - Seperated option to set loot abundance % on how many tools and weapons can the players find in loot - Seperated option to set loot abundance % on how many crafting materials can the players find in loot - Seperated option to trader prices and general amount of goods & qualities at them - More zombie options regarding additional zombie speed like "Jog+" for speed between "Jog" and "Run". Maybe adding a speed modifier option would be even better than the existing pre-defined speeds (i dont know its just me but i found jog sometimes still too slow but running is too fast on Survivalist+ difficulty?) - Adjustable chance of random zombie rage (0 means they cant go rage, 100 means they became faster at the first hit you land on them) Instead of pre-defined game difficulty settings: - Adjustable modifier for zombies / animals base damage on players - Adjustable modifier for player base damage on zombies / animals - built-in headshot only option (zeds can die only from headshots and almost no damage on any other body parts) And not least some zombie / animal spawn settings per biomes - Adjustable modifier for zombie spawn frequency / quantity - Adjustable modifier for wandering hordes spawn frequency / multiplier - Adjustable modifier for wild animal spawn frequency / multiplier I know most of these settings can be edited in the .xml files, but making them adjustable ingame would be more easy and comfortable especially for players does not know how to mod their game This is all for now And the most important thing is: Its not a demand, only just some suggestions and ideas
    1 point
  15. Well dunno , in some topic wrote sometime 10 people and on forums is maybe 300 xd
    1 point
  16. Except for the stun baton.
    1 point
  17. So people want to cut quest to so xd
    1 point
  18. Hi everyone, Was trying to play the game with my partner and whenever I tried to create an online game, join her game or her join me it would come up with a network error message. After messing around for a while I found changing the DNS servers on the Ps4 network set up to the public Google ones available it then let me connect without issue. Just thought I'd share incase it helps anyone else. When I googled I just found posts about reinstalling game, deleting certain files or blaming and shaming lol. All my other games worked fine seemed to only be an issue with 7 days but was very happy to be able to play again!
    1 point
  19. Walk without rhythm, and you won't attract the worm.
    1 point
  20. Yes, with a compatibility patch..... uh here it is: SORCERY COMPATIBILITY MOD 🙂 Thanks! Good news is, I already fixed it. 🙂
    1 point
  21. On Arrakis, they call them Thumpers.... -Morloc
    1 point
  22. December 2013: The moment I chose to purchase this game instead of Rust.
    1 point
  23. Thought I'd better post in here rather than the dev diary because, let's face it, I'm never going to say anything relevant or even intelligently insightful there. So the post was guaranteed to be in here anyway Hope you are all well and safe. I am becoming a lot more optimistic that I'll be alive to see A20 Love to all
    1 point
  24. So you aren't even telling it where to install the client? Using -beta would require an added value for the tag. Normally your command should look similar to this... D:\steamcmd\steamcmd +login anonymous +force_install_dir "D:\7dtdServer" +app_update 294420 -validate +quit Cache should be in \SteamCMD\depotcache Remove the files there, and it will force it to re-pull the data from the depot on the client.
    1 point
  25. I like the idea of new traps, I fully support it
    1 point
  26. The game already resembles Tower Defense considering AI zombies and the extraordinary power of traps
    1 point
  27. one electric idea I had was the electric fence posts with a wire tool would be connected to chain linked fences so the zombies walk into electrified solid blocks rather than wires that they slowly walk through.
    1 point
  28. I've been interested in this for a while, but couldn't figure out how to change the colour. I've been poking around and realised it is possible to add custom icon sprites. I'm still fine tuning it, but you can add something like this to controls.xml <insertAfter xpath="/controls/item_stack/rect[@controller='ItemStack']/sprite[@name='itemtypeicon']"> <sprite depth="8" name="knownbookicon" width="24" height="24" sprite="knownbook" pos="2,-2" foregroundlayer="true" visible="{hasitemtypeicon}" color="{itemtypeicontint}" /> </insertAfter> Add the "knownbook" image to the UIAtlas folder and then apply that sprite to the item using this <set xpath="/items/item[@name='schematicMaster']/property[@name='AltItemTypeIcon']/@value">knownbookicon</set> At the moment I'm trying to figure out how to only apply it to skill books as right now it's being applied to everything with an item type icon. EDIT: After an hour of tinkering I realised that it's far easier than all of that. Pop the images in the UIAtlas folder and give them the "ui_game_symbol_" prefix. I used "ui_game_symbol_readbook" and "ui_game_symbol_unreadbook" Set the value, dropping the prefix, as such: <set xpath="/items/item[@name='schematicMaster']/property[@name='ItemTypeIcon']/@value">unreadbook</set> <set xpath="/items/item[@name='schematicMaster']/property[@name='AltItemTypeIcon']/@value">readbook</set> I've uploaded it as a modlet
    1 point
  29. A while ago I painted Karen Zombie. Now it's extended to include a businessman zombie (as the manager she's chasing) and two survivors. If you like watching art videos, you can also watch the whole process here: https://www.youtube.com/watch?v=niOsbhmxz18
    1 point
  30. @faatal Do you think Alarms will ever make "Heat" because its kind strange that Zombies are lured but rocks being thrown, Crackling of a Camp fire, Gunfire, hitting metal, forge crafting, explosives, FOOT STEPS, cars and Screamer zombies but a Alarm that is SUPER loud... does not... So what im saying is, do you think we will get better alarms to lure the horde?
    1 point
  31. See these changes in 19.5 release notes. Voxel mesh pooling Distant terrain decreases mesh detail when farther FindTagInChilds does not make garbage Distant POIs to use a shared material Improved chunk LOD update Optimized chunk object handling and frame timings Optimized terrain mesh generation Optimized terrain control textures to not update with every mesh update Optimized distant terrain tile size Optimized VoxelMesh AddMesh Optimized distant terrain render order Block preview for normal blocks leaking a mesh on each update ItemClassBlock CreateMesh having to destroy unneeded colliders Empty voxel meshes were being created Distant POI mesh and material leaks Distant POIs could load and leak extra invisible objects This game is not done. Pretty much all games go through an optimization and bug fix period for the last x months of development. Being early access, this game goes through a small version of that with each alpha.
    1 point
  32. Ignore post... I misunderstood the question. Also, stop hating me for it, lol. That's an easy one to answer. As long as the money keeps flowing, devs will always release more content to prolong and encourage the flow even more. Doesn't matter what game it is, if they care about their game and of course money, then they'll always do whatever they can to prolong it. I imagine we'll be seeing at least 5 more UI overhauls before they finally get bored of it.
    1 point
  33. This is a new very cool feature of KingGen. You can paint cities!
    1 point
  34. @faatal When we getting full Fallout 4 level weapon pimping out?
    1 point
  35. I mean, the animals don't usually attack the guards either, so why would they shoot them? It's like "Hey! I'm gonna shoot that bear for absolutely no reason at all OH GOD ITS EATING MY FACE!!!!!!!" And yes, use low quality guns to repair others, or sell them. And the storage is WAY bigger. It's 120 slot (12 by 10). If that isn't "noticably bigger" then I dread to think what mods you've got running.
    1 point
  36. CP is short for checkpoints (which both are valid commands). A google search brings up the Canadian Pacific Railway, cerebral palsy, a couple of businesses and the Linux command cp which is for file copying. Nothing about child porn.
    1 point
  37. So, I said "screw it" and just made the modlet myself. Use it if you like, it's really simple and completely server-friendly.
    1 point
  38. Yeah, this is clearly problematic (cp) for my career plan (cp)
    1 point
  39. I foresee severe copyright problens (cp) in your future.
    1 point
  40. It is ridiculous given the context of its use. #cp does not always stand for child porn... I'd be more suspicious of people who get triggered by two letters that actually stand for checkpoint within the context of the game than by the abbreviation itself. However, I let Lathan know there is chatter about this and the powers that be will make their decision. I guess as a math teacher I should probably never use the numbers 69 or 666. Ooh I know! I'll just teach my kids to use the number 42 and then they'll have the answer to everything all the time... smh
    1 point
  41. 1) Guards are already planned to be removed. 2) That's intended since the parts are made from steel. 3) Actually already done it for the next major version. 4) All vehicles do. That's the way the game works. Not a lot I can do about it. 5) Look up lockable storage.
    1 point
  42. Can confirm. Players on the Steam forum for instance regularly don't pick up on this bit of UI. I'm still in favor of switching to ❓and ✔️ icons in different colors.
    1 point
  43. My biggest peeve is not so much about the game itself... but more the part where people get onto the forums and cry about the game not being "finished".. As I see it, I bought one game and have gotten 4 sequels for free. I hope it never ends.
    1 point
  44. I could share a number of them, but here are two. If I find a better quality armor piece than what I was using, I have to open the character screen select the old armor piece click modify remove each mod one by one click complete (actually press escape because the complete button isn’t there) take off the old armor piece put on the new armor piece select the new armor piece click modify install each mod one by one click complete (actually press escape because the complete button isn’t there) The interface is cumbersome for no good reason. We can see the mods (and stats) on an item when we select it. We should be able to drag and drop mods onto and off of a selected item without opening a separate modify interface. We should also be able to repair armor without removing it first. Since we can’t, they implemented a hack where repairing armor that was previously worn makes you automatically put it on again. Which sounds nice, except sometimes I want to take off armor and leave it off, but also get it repaired, e.g. to sell it, or to put it away in good condition so it’s ready to go the next time I wear it.
    1 point
  45. my biggest pet peeve for the game is the god damn repetive quest rewards only thing that makes the quests worthwhile is the XP resources and food you get from doing the quest itself
    1 point
  46. Atm looks soo good i hope on some of them will be bloody hand And i hope there wil be jokes on tombstones like : " Here rest Johny Stell wood , he was (unreadable) but fortunnatly he is dead" , " 1878 - LT. Michael Pierce- Rest in Pieces. If anyone found rest of his blow up body parts bring it here!" , " Here lies - Emilly Jefferson. She was rude as witch. She burned with her house. Case? we don't think so" , "Here lies a John Werned - thief , liar and handsome man. When he was hang - Navgane mans were happy but their wives less" "Here rest Tom. He loves Marry. He saw her so he felt to the river with his minibike. Love kiling my dears" , " Here lies Jeff . Jeff is dead. We hope so at least". " This grave belong to Carl Willson the worst mayor of this town. We prey he will never comes back"
    1 point
  47. Occasional random zombie with a mining helmet would be fun during horde night. see them running around outside in the dark, the get into the building and the random light moving around would be a fun sense of danger or panic.
    1 point
  48. Closest is probably going to be RAT, or Windows Server Manager. Neither are going to have that level of control though. All the settings are pretty easy in xml, and it's not like you're changing them a lot.
    1 point
  49. I tried but by now that ship has sailed. It was a lot worse before. =P
    1 point
  50. Hello! I've played in many pvp and pvе server modes. I came to the conclusion that it is necessary to add a weapon destruction mechanic. How is it supposed to work? To make one craft and the search for weapons more necessary and relevant, you need to create such that any weapon and tool also breaks irretrievably after it has been repaired, for example, 5 times. When a weapon is irretrievably broken, it cannot be repaired, but simply thrown away or melted in a furnace. This mechanic will bring to the game the need to search and stock up on new weapons and parts for making weapons. Thanks for attention!
    1 point
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