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Showing content with the highest reputation since 11/21/2020 in Posts

  1. 8 points
    For those who don't want to check the 2 hour stream, these were the highlights: -The current internal version of A20 is b51. -Random Gen is going to be better than ever, with better district distribution in cities, better performance and more and more deterministic procedural landscapes. It will be similar to Nitrogen in many ways, with some new options too. - New map sizes for RWG will be : Same as Navezgane (6k X 6k), 8K and 10K. 4k will be out of the game due to it being too small. They are aiming at 1minute of generation time per square km, so a 10k map shouldn't take more than 10 minutes to create. Bigger sizes than 10k result in issues, so they are not in yet. Kinyajuu didn't discard bigger than 10k sizes for the future, he just said that they need polishing, so maybe in the future we will see bigger sizes. That's what she said. -Deterministic procedural landscapes will result in more landscape features and maybe some mountains having secret pathways, ponds, loot sites and also : -Rivers WILL make it to RWG eventually. There is a high chance of them being in a20. -More POIs (they show a couple of new ones in the video). -Burnt forest is going to be combined with the Wasteland biome into a big "art set" in a similar theme than the previous pine forest/normal forest merge, adding beefier gameplay with seamless merged burnt/radiated areas. TheFunPimp argues that the impact of this change will hopefully result in MORE variety due to the granular design approach of the RWG and also better gameplay overall (less repetition, more good stuff, better weather handling and straightforward progression). This is still a WIP. -A little talk about radiation zones and radiation suits. Basically the same mechanic as in Fallout 3,4 and NV, with poisoning, dedicated medicine and danger zones. -Pipe weapons will be revealed when they are gameplay worthy. They are WIP at the moment. -Biomes, Pois, items, gamestage, effects and the survival aspect of the game will get many improvements, like biome progression improvementes (for example higher gamestage in POIs for Snow biome, highest for Wasteland POIs). -A little talk about quests. Quests are as per the OP (quest listing so you can pick any of the 5 tiers when you unlock them and also the new Generator quest). They are still ironing out some stuff like "quest bonuses for doing it at night". Nothing is set in stone for that last one. -VEHICLE MODS. Paint is in. There are currently 10 mods for vehicles in a20. No talks about what they do yet. They are also WIP at the moment. -Characters and Armor Sets are also currently a WIP. That's mostly it. A big hug to everyone.
  2. 5 points
    The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid. I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies. That is code, so would be me, but doubt it will change anytime soon. I tend to forget that is even a feature.
  3. 5 points
    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
  4. 4 points
    Snufkin's Custom Server Side Zombies - PLUS can be downloaded here: https://github.com/arramus/Snufkin-CustomZombies-Plus-A19-2020Nov26Test And a Snufkin Party Plus Starter Kit can be downloaded here should you feel it necessary: https://github.com/arramus/Snufkin-Party-Plus-Starter-Kit-A19 Snufkin's Custom Server Side Zombies Plus is a combination of Snufkin's Server Side Custom Zombies and additional community made zombies as an integrated 'Plus Add On'. As such, please remove the base mod from your Mods folder if you wish to run this PLUS mod to avoid conflicts. We attempted to run the PLUS zombies as a stand alone mod but spawning was unstable and it was better to compile them together. The Snufkin Custom Zombies Plus contains the following entities: 1. All of the well known Snufkin's Server Side Custom Zombies (In alphabetical order) - Archon - Banshee - Bomber - Cowhead - Geist - Juggernaut - Mantis - Parasite - Psycho - Scarecrow - Scorcher - Siren - Undertaker - Wendigo - Wrestler 2. Plus Add On Server Side Custom Zombies (In alphabetical order) - Hell Bear (oakraven) - Hell Boar (oakraven) - Hell Flyer (oakraven - Inspired by @Robeloto) - Hell Lion (oakraven) - Hell Shocker (oakraven) - Hell Wolf (oakraven) - Mittens (arramus - @Lonestarcanuck request) - Motorhead (arramus) - Paindeer (arramus - based on @kdthehun's Rudolph suggestion - Sorry about the nose and light color and lack of Santa hat. Advice needed on those) - Shark WFLB (arramus) In addition, a new entitygroups.xml has been added to expand the Snufkin group list and also increase the probability. If you would like a challenge, the Snufkin's Custom Server Side Zombies - PLUS is for you. If you prefer a more relaxed environment, then stick with the original or amend the entitygroups.xml to suit your needs. Thank you, as always, to @Snufkin for the base, and @Slawa for continual support from the beginning. In addition, @Dre , @BubbaJoe , @Catman and @Ti2xGr have been adding their very own unique modifications to create an environment that suits their players; some of which we have gratefully incorporated to this Plus version. The new PLUS entities @oakraven is incredibly active in the background and specializes in both stabilising existing mods and creating new mods. Here are oakraven's land based 'Hell group' zombies with Archon standing among them. These new characters ustilise their wings for additional jump height and will add to the demands of defending your base. Hell Lion, Hell Boar, Hell Wolf, and Hell Bear make a formidable team and will certainly come out in force during a Blood Moon event. This is one which arramus always wanted to bring into game play as an entity ever since he spied the concept within Snufkin's base mod. The Shark WFLB is a play on a 'James Bond' type evil villain over dramatic weapon. It flies, homes in, and then unleashes its lasers. It is not an overly powerful threat while on foot but will pick up the pace while in a vehicle as it is based on the vulture game code. oakraven's Hell Flyer and Hell Shocker swarming and inflicting damage. This pair shoot darts or shock bolts and have their own unique audible narration as they come into closer proximity. These will add to the airborne threats and give this PLUS version a wider balance of ground, mid level leaping, and airborne threats. Mittens guarding her territory. She spits acid and is something that @Lonestarcanuck requested. Paindeer taking care of its friends. The Paindeer has a flashlight attachment built into its nose which is covered by a snowball. Defintely easy to spot at night. One warning about the Paindeer; her axe also gives her protection from frontal melee attack. Motorhead, the mechanical marvel teaming up with his biker brethren. Don't let him come knocking at your door for too long as his block damage will make him an unwelcome guest. Snufkin was keen for other modders to take advantage of the game assets to create unique server side characters with their own special skill sets. By emulating Snufkin's approach and expanding with further features, we hope you will enjoy these additional zombies in addition to the Snufkin regulars.
  5. 4 points
    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 Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility Wandering horde zombies are not alert, so stealth attacks work on them Wandering horde 1 second delay between spawns Fixed Floating Frames and blocks Can't target, shoot or repair through Molotov Effects Set player made door stability support to false to prevent AI exploitable building Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml Console command "water" hidden by console command "thirsty" DecoManager large FPS drops when saving to a slow drive DecoManager written log always having a count of 0 and added duration ZombieOldTimer has no flame particles
  6. 3 points
    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. - Tower Defense, it sucks - Looter-Shooter, it sucks - RPG, it sucks. The mix, however, is... dare I say, decent, or at the very least, on a decent path (After all, I have close to 500 hours of gameplay). But then comes all the drama in the forum. Survivalist complaining it's not survival enough, Tower Defensist(?) that complains it's not Tower Defensish(?) enough , the Looter-shooter that complains it's not looter-shootist enough, and the RPGer that complains it's not RPGish enough. And we also have the random Call of Duty player that've got lost, ended up here and complains it's not just a plain shooter. Honestly, if I want to play a traditional zombies survival experience, I don't play 7D2D, I go play something like Project Zomboid. In 7D2D, you could replace zombies by "Possessed", and the game still works for the most part. You can get infected all you want and still survive. Personally, I like survival game. And I like survival to be harsh. But would a harsh survival experience be all that beneficial for 7D2D? I don't think so, for 1 reason : Blood moons. In most "harsher" survival game, getting very bad injury/debuff means you need to lay low for a few days/weeks. Most of the time in those games, the only thing you need to care about during this time is water/food (Since debuff prevent to do much of anything else), you can spend days/weeks healing your wounds, depending on the pace of the game­. That time is usually spent doing inventory management and "downtime stuff". But in 7D2D, you can't afford those extended downtime because of blood moons. And having insane debufs on a blood moon would potentially mean certain death. So, in my view, the very existence of blood moons more or less prevents having harsher survival mechanics. I would LOVE to have harsher penalty for death. But from a design stand point, I don't see it working. I mean, I LOVED the mechanic of drawing your own blood to make medkits. But then I read that people just drew a lot of blood and just suicided to get rid of the debuff (**insert mandatory "That's why we can't have nice thing meme" here**) And that's not to mention people complaining A19 loot is @%$#ty... A19 just got "Diablo Style" loot. And Diablo games have been around for nearly 24 years now. You don't like the formula? It doesn't suck, you do! (err... I mean, this game might not be for you!). Ok, granted, the map doesn't reset every time you log in like a Diablo game. So I guess there might be 1 or 2 things that might need to be adjusted. But this game is still is "rating" itself as being "Alpha" after all. Still, I understand the direction they are aiming for for the loot "philosophy". (Somewhat similar to Borderland as well, just not as wildly tiered). So... at this point, I feel like I lost myself into a rant. What was the point of this post again? Oh yeah... So many forum post complaining about 7D2D sound the same to me as if I was on the Civilization forum reading complaints because it's not a First Person Shooter. Thing is... it never was meant to be one in the first place! But I guess it's the curse of this whole "early access" thing... Loud people fighting to make a game what it was never meant to be in the first place...
  7. 3 points
    You see these complaints in every game. If a developer is working on art or content, it means they arent working on optimizations or fixes. Big derp. Multiple things can be done at once, ya know with a development team. Its true the game has been in development for a long time. but look how far its come since 2013, its almost unrecognizable. So theres been alot of work done in those years and it runs better than it ever has.
  8. 3 points
    My first vehicle for 7 days to die hope everyone enjoys it xD pickup.zip
  9. 3 points
  10. 3 points
    It was a lot of work. You had to dig a trench to bedrock all the way around your base, then line the edges of it several blocks deep with something to slow the zombies down (barbed wire, or, my preference, water) because otherwise they'd run off the edge before figuring out it was an edge. You also needed to have corridors in at least the 4 cardinal directions, since they wouldn't path all the way around. There were still a few that would fling themselves into the depths, but the vast majority of them would cross the bridges you built into your base. Here's one of my bases from A16 (it wasn't finished at this point.) The trench was made by splitting it up into 3X5 sections (since the trench was 5 wide) and then undercutting it. My first attempt to do this was me cutting out a 51 X 51 section and then undercutting it, and it didn't collapse at all...that was really annoying.
  11. 3 points
    Having lots of zeds in the cities would not only make it more fun but it would also bring some challenge to what is currently a day 1 lootville ! It used to be "logical" in some way, concentrated loot area = hard area. Back in the days we looted isolated houses and small towns, but a hub city ? Better be ready for that. Right now, there's no reason not to head towards the biggest city nearby on day 1, and it kinda kills any sense of area progression and makes all those isolated POIs / smaller towns a waste of time, not an opportunity. The best of all would be a dynamic POI concentration spawn filter. 1 isolated house, 1 or 2 roaming zeds. 4 POIs nearby ? A whole bunch of zeds. A rural area with shops and whatnot ? Mirrions !
  12. 3 points
    Hi, developers to hello! I don't know how to contact you, so I am here to reply. If I break the rules, please tell me, or tell me how to contact you. Thank you very much! I am a player from China. Also is the one of the few in China at the same time, continue to insist to do 7 d2d - PVE games video UP (the host), because in China, the game is banned, although cannot live to players, but it is currently in BILIBILI or contribute to video. I started with A14.6 found 7 d2d, see the game, I'm shocked! This is my ideal of the zombie survival game! So, I buy and start my game life. Up to now, I have to play more than 5000 hours. And constantly promote it in China. Also will continue to tell the other players, don't download cracked versions, do not use a bug! To support the developers! Beginning from A17, I almost every week to open the VPN to access the BBS, get the latest information game, and then told the Chinese players. But, I found that this speed is too slow, can't as soon as possible, the detailed method tell Chinese players in the game details. If so, I think, I can work together with you? I'm BILIBILI currently has 9800 + the number of fans, all of them are 7 d2d fan! Right! All of them are! At the same time also including me!!!!!!! Because only in my video game 7 d2d, it is the only work in progress. So, can I add A20 on the closed list? Looking forward to your reply! Thank you again for you can see, notice me. Above all is machine translation. My English is not particularly good, forgive me.
  13. 3 points
    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.
  14. 2 points
    I think the word petTEST is a clue not to use it some times when working on new ideas some old code gets left in Had a look and don't see it is connected to any quest line just remove it or comment it out
  15. 2 points
    @magejosh I won't be any help related to this exact issue but I've had NRE happen so many times with mods and stuff in CM. Generally now days if I see an item I don't recognize in CM I wont touch it. Just had it happen the other day (grabbed something in CM related to a different mod, I should have known as item didn't have an icon...., got NRE). For fixing it I generally try this though: Let a Zed or player kill me (if reset doesn't fix it), then take item put into a box and destroy the box (if can't drop without NRE). If I have to I'll reset the Character (not the whole save) and then Admin myself in the XP/Stuff to get back to were it was at before.
  16. 2 points
  17. 2 points
    I think the idea of infestation or defending the trader quests are awesome. Redoing a bunch of quest and adding more are a great idea... Also I watched the recent video... will yall be adding more animals? I know they talked about redoing them and that is great but I would so love a horse inside of old west towns. I think that would be legit. And I know yall are taking some zombies out and overhauling the others but can we get a fireman zombie. We have police zombies but we also have fire stations. And with the way the world is in 7dtodie it think the fireman would be pretty awesome. More vehicles would be great but I understand pushing towards the end and already having a selection that covers most things is ok. But the random vehicles in the game... please something other than the crown victorias everywhere. At first I thought Ford had a dealership in every town lmao. And thank yall for the game. Some people complain about this or that but I for one think it is going great. Bugs are bugs and I can guarantee you all they will be gone by the time it is gold. And by the way I am pretty sure most people would be willing to purchase DLC. Thank you all
  18. 2 points
    Hello fellow zombie slayers, scared underground campers and fearless builders. Please help vote 7 Days To Die as winner for the "Product Of Love"-price on steam! The Fun Pimps deserve it. ✊✊✊✊ Make this sticky or bump if you agree to help the cause.
  19. 2 points
    Faatal said this about Unity: "We are moving to Unity LTS releases, so A20 should be on 2019.4. We won't try 2020 LTS until after A20.x in second half of next year."
  20. 2 points
    I have to ask - everyone saw this moment on stream, right? What's it? Subscribers often contact me with this problem, and all I can recommend is to enter "pois" command in the console. Can the dev-team (possibly @faatal) explain why imposters do not disappear from the location, disturbing players? In Alpha 19, this is a very common problem. It seems to me that this is a RAM problem, and the swap file helps some people, but not everyone. Tell us if this problem can be fixed in A19, what is it related to, and whether it will be fixed in A20? Thank you very much.
  21. 2 points
  22. 2 points
    oh no, an early access game has bugs.. waaaaaaaah waaaaaah. go play fortnight
  23. 2 points
    So a challenge run. But then complaining about being challenging? How does that fit together? PS: You could throw a pipe bomb before digging a level area. Pipe bombs do minimal block damage, just enough to remove that last hit.
  24. 2 points
    Well, here we can see an example of the strange phenomena of "fixing the broken item by throwing it in the trash". What you're mentioning isn't a problem stemming from the burnt forest in itself, it's a problem stemming from how the burnt forest biome has been handled and presented. The snow forest also has just one type of zombie in it, yet the snow forest isn't bland or boring, and they're probably not going to take away the snow forest either anyways (really hope so at least, unless they're thinking of blending it together with the desert somehow). Could it be because of the unique POIs? The mountain lions? The overall look and feel? If so, why not do the same with the burnt forest too? Why not make it a fun and interesting place to visit instead? We'll be getting new mutant zombies and bandits in the future, which give more options to make the place more engaging as well. Anyways, my point is that it just looks like instead of making the burnt forest an interesting place in itself they want to merge it with the wasteland to "dilute" its blandness. By blending it all together, it just seems like the end result will be overall less unique locations to see and visit; just either forest, snow forest, desert or wasteland now. We'll see, I guess. Really hope you're right.
  25. 2 points
    I fail to see how this adds more variation. Correct me if I'm wrong, but if the wasteland and burnt forest are going to be merged together like the pine forest and maple forest were, it just sounds like they're taking even more biomes away now. So right now we would have Snow Forest, normal forest, desert and burnt-wasteland. Four biomes as opposed to the seven we used to have.
  26. 2 points
    BTW speaking of the November 2020 "No haircut challenge", Why is Lathan (Fubar_Prime) so ridiculously attractive with that natural symmetrical beard ? He projects such a professional "Clooney" aura as opposed to the previous "Despicable me" one.... Just why ? If I was a ramp frame, I swear I would change my orientation. Just sayin'. Is he gonna be a model for a gorgeous npc in the future or what ? Why isn't anybody talking about it ? May I speak to his parents and congratulate them on that quest ? That one sure doesn't have any bugs. Fetch and Clear anytime.
  27. 2 points
    The reason for this is that you don't want to let the player run back through the whole POI when he has finished the dungeon. In most games you have a quick way back out of a dungeon like a door that can only be opened from the inside. That the whole world is destroyable leads to the problem that the exit can also be the entrance.
  28. 2 points
    I think the sealed crates should at least contain Parts, so people with points in the appropriate perks can at least start collecting materials to make their own.
  29. 2 points
    This is my first released modlet and I am looking to learn more about 7 days modding; suggestions and feedback are encouraged and welcome! This modlet adds a Super Auger, essentially a buffed version of a normal auger with higher block damage. It uses the auger model in-game and the auger icon with a green tint. The recipe is unlocked by Miner69r level 5, although I originally planned to make a schematic for it. The <append> tags were not working for some reason and I was getting the yellow error text. The Super Auger recipe consistently requires 10 raw diamond, and much more steel and motor tool parts than its vanilla counterpart. TLDR -Super Auger go munch munch on rocks and dirt -Unlocked by Miner69r lvl 5 -recipe needs more steel and motor tools parts + 10 diamond -Kind of needs more features to be relevant but its ok(I'll call it a WIP) You are free to do whatever you want with this within The Fun Pimps' rules. https://drive.google.com/drive/folders/1cq2ntKvSMOXF0A6x-kw7Ca5iVQHwMYWq?usp=sharing Click download all in the top right and unzip the file, then place it in a "Mods" folder in your 7 days game folder Feel free to make suggestions about literally any changes. I'm just in it for the experience and I might even change the color if you're cool enough...
  30. 2 points
    1. People were waiting to loot safes because the loot was low quality anyway pre A19. 2. Totally untrue. Pre 19 containers also had their own loot lists by types as they do know.
  31. 2 points
    Is this exclusive to the drone or can the sledge and turret also have this attached? I've been hoping for the ability to hook a light up to the turret basically since I originally got it. They don't support the weapon flashlight mod.
  32. 2 points
    Interesting and mostly valid complaints, IF the lore/storyline conflicts with what people are concerned about. As we dont know 90% of the storyline or lore, many complaints are merely signals that lore and storyline are needed. TFP still appear to be into the "Throw stuff at the wall and see what sticks" method. A somewhat waste of effort and money, but as they seem very determined to make 7D2D a finished product, I'm ok with it if they are. Even one story writer, working with TFP's vision of the game, could have the backstory and all the lore completed. Leaving the players satisfied that they are the ones making the story from there, if TFP don't want a storyline past Day 1.
  33. 2 points
  34. 2 points
    OK ... i damaged it ... 😫 So many hours of work ... grmpfl. I deleted the SaveGame and now everything is working. Without Mods ☝️ But, thank you for your help! Greetings from Kiel (Germany)
  35. 2 points
    How about a Rudolf? Stag with red (light) nose and santa hat or bag. (Too bad the drop bag is yellow and not red...) Lootable after kill.
  36. 2 points
    To be honest, I'm really very excited! Thank you very much you can see and reply to me!!!!!!! I think, my words can't describe the excited mood!
  37. 2 points
    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 Encyclopedia contains over 80 entries and are compiled by actual players via a crowd-source Google shared document. The author of each entry is attributed in the content displayed to the player in-game. This XML-only XPath Modlet is compatible with both Singleplayer and Dedicated Server play and only needs to be installed onto the server. Volumes: Blood Moon Horde Night Building Materials Clothing and Armor Education and XP Gain Electronics Existing Structure Bases (Above-Ground) Farming and Foods Harvesting Resources Inventory Management Maximizing Loot Traps Underground Bases Vehicles Weapons Zombies This modlet was tested on: 19.3 (b3) Current Release Download Link: Zombiepedia Skillpoints Modlet - A19.3_1.0a This modlet can be added to a new or existing game. Installation Instructions: Extract the zip file Copy the folder "Zombiepedia_Skillpoints" into your Mods folder If you don't have a Mods folder & are playing on Steam under Windows: Right-click the game in Steam and select Properties Click the "Local Files" tab Click the "Browse Local Files" button In the popup that appears, create a folder called "Mods" By default this path would end up being: c:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods
  38. 2 points
    This morning, out of the blue... This guy walked across the bottom of the lake to eat my brains when I went to get water. He was all wet, clean and shiny... If you watch the console you can see zombies and animals spawning into the world around you. They are not usually very visible, are 50+ meters away and have a 270/360 chance to wander off away from you. My random entity spawning is set to eight per player. But, you can pretty easily control entity groups consistency and the number of entities that spawn into your world. I've increased the quantity of wildlife, because my wife loves to hunt. I keep reminding her this isn't supposed to be "Call of the Wild", we've got a blood moon coming. But, she cooks up a mean stew. I appreciate the flexibility to be able to alter a game to my tastes.
  39. 2 points
    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 to follow the exact same AI script to get up all at the same time, not only would it break realism, it would over tax event handling. My desire would be to have them recover at variable rates and "decide" to act when it is in the best interest of making the simulation realistic, within the constraint of the capability of event management ( some number of entities would choose to delay acting for the benefit of the others). But, they also need to be smart enough to not be random, in that they delayed an action rather than skip it. This game compounds what I dealt with in my simulation problems in a number of ways. I never had to deal with the structural integrity and physics of every object in the world. I didn't have to load/unload regions of the map (in effect freezing time while unloaded and possibly reacting to changes when unfrozen), and I never had the issues of multiple players driving at high speed in vehicles through the world changing the decisions of hundreds of AI entities and physical objects. So I would just say in sum, good job to the developers who are working on this software and I'm looking forward to seeing how you resolve the issues. Probably most people would not understand the challenges that need to be resolved or the vast number of compromises that need to be made for performance.
  40. 2 points
    The vehicles in 7D do count as water transport.
  41. 2 points
    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 existing oddness to reach a similar goal; like why wouldn't an aggravated zed occasionally make enough sound to wake all their friends? Maybe just by punching a fridge for the frustrated feeling of hunger combined with the faint memory of there being food there, but not having any idea how the handle on it works? Having "active sleepers" trying to live human lives but failing.. like sitting on the couch, trying to use the remote in an infinite loop.. trying desperately to walk out the front door .. sitting at the dinner table as a happy family, staring into the void in each others arms... each ready to shriek in frustration... sure these would get old too, fast, but... so do all silly tricks. Might actually be damn creepy to see somewhat well done "old lives being lived"..
  42. 2 points
    I don't go to Ariana Grande concert expecting to hear Rammstein. I would be pretty embarrassed if I spent 1300 hours listening to Ariana Grande looking for the metal riffs.
  43. 2 points
    @madmoleSo the downside I am seeing of this new clothing/armor thing is that my brain will want to always switch sets depending on my activity. I'm gonna go chop trees.. gotta find my lumberjack clothes and put those on. I'm going to mine for a while.. Gotta go find my mining outfit and put that one. etc etc etc. Im going to want to constantly switch outfits depending on what I am doing.. its micromanagement that is not fun, but would help your play.. a lot.
  44. 2 points
    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>
  45. 1 point
    @Kuosimodo I saw that you reacted with a heart emoji for one of my posts. Remove it immediately.
  46. 1 point
  47. 1 point
  48. 1 point
    I like it. I'm a new player that didn't experience the old system, but I can use my imagination. This way, loot has a progression. It's more gamist and less of a simulation, and so some players won't like that. I would change it so that safes always have something worth putting behind the safe, though -- something like use a minimum total value of the loot based on current game stage and size of the safe. The values of the loot already exist (trade prices) so this would be easy to implement. For all I know, maybe it already is, but then it just needs to be tweaked.
  49. 1 point
    @Toban Did you tried a mod called Dungeon Blocks ? It is GREAT for building support parts !!! The blocks are indestructible (only with special tool...) and have REALLY BIG horizontal support - you can build 1 vertical support column and from it you can make other horizontally thru whole map it have horizontal support to 99999 its rally wery good for building, and it is Server-Side mod so you can put it on every server you run and other dont need to know of it or download... Block have more than 150 shapes and are normally colorable... LOVE THIS MOD !!!
  50. 1 point
    @madmole Will these new armor sets replace the old rags, leather, scrap and steel armor sets, or will the new armor sets be additional armor sets to what is already in the game?
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