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  1. 44 points
    Survivors, Avoiders, and Maniacs! Since a lot of people are sitting at home and are looking to kill some time, we would like to offer you guys a chance to bite A19's bugs before they even arrive on EXP. You will need to be able to communicate in english. Broken, fluid, native speaker, avid learner, as long as you can describe an issue, you are fine, fear not. Builds are coming regularly, having to start over up to several times a day should not be an issue, if you are interested. For communication we will provide a discord server where you can report bugs, talk to other people and maybe catch some of the QA team by chance. Here is what we would need from you: Steam name: Hours played: Started on Alpha: Discord name: Native language: Operating system : Hours played and community involvement will be big factors counting towards an invite. Added operating system, as we will need more linux and mac testers. If you already applied, please just edit your original post.
  2. 42 points
    Welcome to the Alpha 19 Dev Diary. As of this time we don't even know what to call Alpha 19. It might be small named updates like "The New Combat Book Update" which could start at "19.0", with the "Vehicle Update" landing on 19.2, etc. What we do know is we're working on some new books, a vehicle update, etc but how and when we roll out what is to be determined. Hopefully it can be several point release patches to get you guys more frequent updates over 6-12 months instead of one big drop in a year. Weapons Update All weapon types will have 3 tiers. (eg: Wood Club --> Baseball Bat --> Steel Mace) Each weapon still has 6 quality levels. New top tier Auto Shotgun New mid tier Machine Gun New low tier Junk Sledge New top tier Junk Drone Most pre-alpha 18 weapons have new models and textures New Steel Fireaxe, new Steel Club. New Books Tech Junkie Learn from MacDyver himself to build useful gadgets from common household junk! Grease Monkey Learn to modify and craft vehicles of all currently existing shapes and sizes Bar Brawling Learn from Irish legend "Lucky @%$*#!" himself and never get bested in a good ol' fashioned bar room brawl. Spear Hunter Get connected with your inner caveman and master the forgotten art of spear hunting. Perk tree reduction Many non combat perks didn't feel like they were worth investing into or the cost was too great for what they offered, so many perks are being reduced to 3 ranks instead of 5. Lucky Looter: removed all digging bonuses. New perception perk: Treasure Hunter: Become one of the greatest treasure hunters of all time learning tricks that would even make Blackbeard envious. Rank 1: Plunderer Narrow down treasure locations to 7 meters and find 10% more items in buried treasure. Rank 2: Maurader: 5 meters and 20% more items. Treasure Hunter: 3 meters and 30% more items. The Infiltrator, Animal Tracker, The Penetrator, Lockpicking, Sexual Rex, Well Insulated, Living off the Land, Rule #1 Cardio, Run and Gun, Flurry of Blows, Parkour, Hidden Strike, From the Shadows, Daring Adventurer, Charismatic Nature, Physician will all have reductions or changes made to them. Yeah science will be removed and its perks distributed to others. Candy Candy will be added to vending machines, making canned foods more scarce in the process. Candy has zero calories but will boost attributes or provide special abilities for a short duration, like recog and fortbites. Here are a few examples of over 10 new candy items coming to A19. Skull Crushers Rock hard candy: Gives you a rock hard punch. Increases melee damage 50% for 2 minutes. Atom Junkies: Atom sized candy and atomic sized power! Increase explosive damage 50% for 2 minutes. Sugar Butts: If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Increases Better Barter one rank for 2 minutes. New super filling foods All new super foods have 0% food poisoning. Gumbo Stew Shepard's Pie Spaghetti Tuna Fish Gravy on Toast Improved Animations Player arms in third person will no longer be stiff when moving with one handed tools, fists or weapons, instead their arms will move more naturally when they walk and run. Zombies heads will turn to track the player. Loading Screen Tips Loading screens will come with interactive survival tips the user can advance or go back to read the next or previous tip. Random World Gen Improvements Random biomes! Points of interest 7 new or refurbished ranger stations Hardware stores reimagined Much much more. Traders All traders still sell everything, but now each one specializes in something. Joel sells armor, Jen sells meds, Bob sells vehicles and tools, Hugh sells weapons and ammo, and Rekt will sell food and seeds. After graduating to the next quest tier traders offer a special quest that will take you to the next trader. Traders have head tracking so they look at the player. Integrated Survival System Hunger and thirst bars returned to main play screen New Zombie vs player critical hits system give specific injury debuffs such as lacerations, arm sprains and breaks, etc Injuries cause a lowering of max health and/or stamina until they are remedied. Multiple injury effects stack. Vomitting removed. Bad food hurts health and has a chance for dysentery. Basic food heals a little and adds fullness. Advanced recipes give max stamina bonuses and greatly increases health and fullness. Vehicle Update - pushed to A20 Vehicle Mods Vehicle break down and collision system
  3. 34 points
    Thought I'd make a single post for all my modlets that work on A19. Basically it's all the various A18 ones, tested and adjusted if necessary to make sure they work on A19. There's also a few new ones that I thought folks might like. All of these are XML only. Enjoy. 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 60 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 96 Slot Backpack - Pretty self explanitory. 96 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Backpack Buttons - Adds Stash All, Stash Stack and Stash Stack Smart buttons to the backpack when a container is open (including vehicles). Backpack Buttons V2 - As above, but the added buttons use icons already in the game rather than custom ones provided by me, therefore better for servers. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Log Spikes - Makes Wood Log and Iron Spikes craftable again. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. Always Open Traders - Removed the open/close times from traders so they always remain open (tested with Trader Jen and seems to work). Bigger Bloodmoons - This is a mix of things. It removes crawlers from horde nights, increases the total number and the max alive (so you should have more zombies) AND uses new zombies with reduced AI for better FPS. Zombie Stutter Stop - Forces zombies to preload into RAM, which helps reduce the stutter while playing vanilla. How to manually install modlets tutorial video:
  4. 21 points
    NitroGen, This is a random world generator. It will create customizable random worlds for 7DtD. Configure your own personal world.. You can select: -type of landscape (currently included are Forests, Alpine Mountains, Canyon Desert, Rocky Hills) -the number and size of cities and towns -the general number of POIs and smaller settlements (Farms, trailerparks, old western towns, etc) -4k, 8k, 16k (experimental) or custom dimension maps -the player start positions (far away, close to towns or random) -the number and position of traders (close to cities and towns, or far in the countryside) -even import your selfmade hightmap (play on a realworld terrain or a cat picture) -spawn together in Multiplayer, and spawn near a town if you want -the number of traders -[dedicated server, Ravenhearst, Darkness Falls (see bottom of the post)] DOWNLOAD: for Alpha 19: NitroGen v0.501 A19 (experimental) A19 experimental version for Alpha 18: NitroGen v0474 NitroGen v0.481 Experimental (new highway feature and ability to generate several maps at once) Performance: After you finished generating and installing the map, and want to play, close NitroGen, as it reserves a substantial amount of memory for the generation. In case you want to drop a small donation: A19: CompoPack temporary workaround for A19, prefablist by CrainBramp - removing some import errors of A18 POIs https://pastebin.com/raw/hf7mhe2D (overwrite the resources/prefablist.txt with this, or add a custom prefablist) Want more POIs? check CompoPack It will require you to have JAVA installed. (like old Minecraft...), you can get JAVA here https://www.java.com/en/download/manual.jsp !! Make sure the DEFAULT is the 64bit version, if you have multiple Java versions installed !! The world-generation will take around 4 to 5 minutes for an 8K map This is a playble 4k example map, if you want to see the generated output: Example 4k Map (Alpha 18) (unregular updates): https://twitter.com/TheDamocles [Overview by youtubers] English: German: https://7days2die.de/alpha-18-x-rwg-nitrogen-tool video by Survager (Russian) some streamers using NitroGen maps: stream by JonahBirch jonahbirch stream by the bearded guys gaming https://www.twitch.tv/beardedguysgaming [Quick Guide] Hit 'GENERATE WORLD' to create a default 8K map. The world data will be saved to a folder (map name) inside the output folder. You will have to copy the created world-files folder to your 'GeneratedWorlds' Directory for 7 DaysToDie It should be somewhat like this: C:\Users\--MyUserName--\AppData\Roaming\7DaysToDie\GeneratedWorlds Then you can start a new world from within the game (the generated world-name will show up in the selection when starting a new world) This is Version 0.21, please test if there are any problem when running a multiplayer game (only tested in singleplayer at this time) older A17 version: NitroGen for Alpha 17 (stable) ---------------- [HOW TO RUN NITROGEN] JAVA: You would need to first install JAVA on your machine. Its a Java App. You can check if you have Java installed and configured by typing java in the console .. something should pop up then The java Runtime can be easily obtained from https://www.java.com/en/download/ INSTALL: -just copy the NitroGen folder anywhere you like. All required files are included in its sub-folders. RUN: -doubleclick the nitrogen.jar file (if JAVA was configured to run it) -OR use the bat file, wich basically just runs: -OR type: java -jar nitrogen.jar into the console (Nitrogen should work basically on Linux too) COPY FILES: copy the generated map folder to your 7DTD GeneratedWorlds folder. If you select preview map you can have a look at the generated gamemap PNG file. -best is to delete a previous folder of the same map name, (especially the dtm_processed.raw file, wich would be loaded instead of dtm.raw) START NEW IN GAME: Go to NEW GAME and browse throug the gameworlds, the generated map should appear then. ----------------- Troubleshooting: #1 there where several issues discussed in this thread, you might find you solution when searching though the posts #2 Can not get it to run, how does that work? -The generator needs Java to be installed, preferably a 64bit version -you can check if Java is installed AND configured by opening a console (cmd in Windows) and entering: java -version this prints out details about Java (it should state 64-bit Server somewhere, so you know it is pointing to a 64 bit installation) #3 Out of memory error: -if you see a out of memory error, you either run a 32 bit Java version, or did not reserve high enough heap memory. You can edit the .bat files to start the generator with more memory (4 Gigabytes should be enough for a normal sized map, defined with the -Xmx4G parameter, increase it as needed) #4 It does not start generating: -check if you extracted everything from the .zip to a folder (can be started, but cannot operate out of the zip) -check if you already have an output folder with generated files, use the option "check folder" to allow overwriting ----------------- [more recent] Post by MelT regarding dedicated servers: https://7daystodie.com/forums/showth...l=1#post996818 Post by zootal regarding dedicated servers: A18 tutorial from the official server admin staff: A hint for hosting very large server maps: NitroGen creates several intermediary outputs during generation: -genHM.png -poiHM.png -previewMap.png They could be deleted before hosting the game, so the clients dont download those images (takes more time than necessary, and looking at the preview might spoil the exploration aspect.) Preview POI colors: (by EpicSpire) houses mountain alone farm citycenter industrial trader carlot --------------- Modding: Prefablists (Ravenhearst, Darkness Falls, CompoPack) by other users (MelT, Xylvier): All prefab lists in a single file (latest versions) https://github.com/NickPhaedra/7-Day...refablists.zip -> you need to manually replace / rename it to prefablist.txt in the resources folder Prefablist-Generator by Xylvier https://drive.google.com/file/d/1Wfp...hFInbvTuC/view links: https://7daystodie.com/forums/showth...l=1#post972744 https://github.com/NickPhaedra/7-Day...ee/Prefablists Compo-pack prefabs: https://7daystodie.com/forums/showth...for-Random-Gen McTaco Compo-pack prefabs-list for NitroGen:https://7daystodie.com/forums/showth...lt-gt-NitroGen
  5. 19 points
    No you guys are not players, you are back seat designers who want a grindy complicated sharp stick fest (well most of you anyway). Players are guys who just bought the game today, and maybe guys who play 20 or 100 hours. You guys are obsessed and have 5000 hours and because of that you want more and more challenge. If you could mind wipe you would just get in and enjoy the game more now than ever but because you are tainted with 18 alphas that cannot be undone. I think the game is way way way way way too easy. But I have 15000 hours so I cannot take my experience and pass that on to a new player. So you have to be smart and watch new players play without coaching them. If they get it you did a good job, if they need wikis and friends coaching them to do everything then you suck and need to change your designs or make it more user friendly. Anyhow I think it will be better. Instead of punishing players for cooking we're rewarding them. The best foods require canned foods to make and give very nice bonuses, like +40 stamina for 5 minutes. This pretty much makes power attacking more and mining much more enjoyable so for me its a new drive to get the better recipes instead of "oh I won't puke". natural healing is nerfed so you might need to eat for health which puts a dent in your food supply. At the end of the day its not done and you guys are bored so nit picking this is life right now I guess. I say wait til you play it as a whole with all the changes then judge it.
  6. 18 points
    I've found a client-side workaround for this AI problem that could save the development team a huge amount of time that could be spent elsewhere; Start a game as normal - any difficulty setting will do. Build a base as you normally would. The materials you use don't matter. Now, and I stress that you need to follow this next part EXACTLY, otherwise the AI fix won't work; Don't build exploits in your base If you follow these steps, you should find that the AI pathing issues resolve themselves and you get the survival experience you're looking for.
  7. 16 points
    One of my favorite aspects of the game in recent alphas is how they took the focus off of the player as the center of the universe. You can see a horde and they aren't walking straight at you. Details like this really make you feel part of the world rather than that feeling that the world was created for you. Here is a small clip of Alpha 19 I was allowed to share. It shows a bit of the new music and there is this point where you can see what I'm talking about where you aren't the focus of the world. You might catch sight of one of the new zombies as well..
  8. 16 points
    Note: This Mod was built on A16.4 This is a relatively large mod pack I've gradually created over time. It's mainly a collaboration of all my smaller mods placed together into one larger file. Those individual mods you can find here: Valmar's Mod Collection The Valmod Pack comes in two different flavors. The Expansion pack and The Overhaul pack. The Expansion pack is meant to be viewed, as the name implies, as an expansion pack for the game. What this means is that it adds a bunch of new features to the game without dramatically changing the overall vanilla gameplay experience. Great if you're happy with 7DTD but just want to have more stuff to do. The Overhaul pack adds the same items and content to the game as the expansion with the key difference being that unlike the expansion the overhaul, as the name implies overhauls some basic aspects of the game. Mainly the recipe system is considerably locked down compared to vanilla. The overhaul is intended for those who want a new experience from the game. Features: Class System Overhauled Progression Skill System (Overhaul Only) Working Ovens and Sinks New Zombie Bosses New Cooking Recipes New Workstations New Plant Farming New Storage Containers New Weapons New Weapon Mods New Tools New Quests New Ammo Types New Traps New Armor New Clothes Dismantle or Convert Ammo Safe Lockpicks Legendary Weapons Animal Snares Chicken Coops More Vanilla Recipes More Dynamic Loot Custom Icons Custom UI UI Sample: How to Install: Right Click 7 Days To Die and select properties Click the Local Files Tab Click the Browse local files button. Open the Valmod zip. Open the first folder inside. Inside is a Data and Mods folder. Drag and drop these folders into the game's directory, overwriting when prompted. Example Install Photo: Class System When you start the game you will be given a Class Selection book and a Class Key note. With the Class Selection you able to craft/choose one of several classes. Search for “class” in the crafting menu to see the available options. After you decide on a class you get a class briefcase that you then place on the ground and open either with your class key or by breaking it. This unlocks the case which then can be looted to get all the class-specific recipes along with a bundle of starting items related to the chosen class. Note: Classes only determine your starting gear. They do not lock you out of learning anything else, you can still master everything. New Zombies Valmod features several custom, unique Zombies. Some are "boss" zombies while some are just for variety. These include: Feral Crawler New Lumberjack Burning Crawler Burning Spider Burning Runner Burning Boss (Spits fire) Trucker Boss Grave Reaper Ravager Monstrous Brute Expanded Cooking Recipes Now the bowl serves a purpose other than making decoration. All stew recipes now require a bowl of water instead of a jar of water and will return the bowl to you when you eat. Food recipes will require bowls of water instead of bottled water. Bowl's can be be used just like glass jars to gather water. Just like with the bottled water you'll have to boil the bowl of water to get a clean version before you can safely drink it or use it. (Bowl of Murky Water turns into Bowl of Water). Boiled food now uses a bowl of water as the cooking tool instead of cooking pot. Cornbread uses a bowl of water as the cooking tool instead of a cooking pot. Empty cans now serve a purpose as you can now pour your stews into them to get canned variants that have no smell. Pour your canned foods into bowls and warm them up for tasty wellness-providing variants. Survivor Notes: Skill Points You can find Survivor Notes on zombie loot and other various locations which can be read for skill points. You can also scrap recipe books you find in loot for survivor notes. New Weapons and Tools The following weapons and tools have been added to the game: Bolt Rifle Iron Crossbow Repeater Crossbow Combat Axe Boomstick Weed Cleaver Scythe Sniper High-Powered Scoped Legendary Weapons New Ammo Types All the guns now have alternative ammo types that you can use. You unlock these by investing to perk level 2 in the relevant ammo perk. New ammo includes: 9mm, 10mm, 762mm Hollow Point Rounds - The most damaging of rounds. 9mm, 10mm, 762mm Incendiary Rounds - These rounds deal a little extra damage and can set the enemy on fire. Blunderbuss Shredder Ammo - Deals more damage and causes bleeding. Incendiary Shell - Shotgun shells that set the enemy on fire. Loki Shells – Shotgun shells similar to the incendiary shell. Siege Shell - Shotgun shells that deal relatively little damage to enemies but a lot to blocks. Crafting ammo also requires specific shell casings. Such as 9mm Casing or Shotgun Shell Casing. (Overhaul) Note: There is a bug where the gun will not accurately display the correct damage the gun deals when you swap ammo. Do not worry, this is just a visual bug. Workstations There are a few new workstations added to the game. Armory (Overhaul Only) – This workstation is required for crafting armors. Each tier of armor requires a different tool in the workbench to craft. Cloth and animal hide require a sewing kit, leather requires a tanning rack and iron and steel armors require a welding torch. Merchant Delivery Box - Craftable vendor to buy supplies from. Quest Board - Craftable vendor to buy quests from. Misc Keep yourself in-the-loop for future updates by joining the Valmod Steam Group Servers and credits listed in below post.
  9. 15 points
  10. 15 points
    Here you go pepsi man. https://captiongenerator.com/1844062/A19-is-not-out-yet
  11. 15 points
    This was a fun feature to do and took less than a day: Added AI head tracking to movement or target positions.
  12. 14 points
    This is what I'm testing now which will be in the next build unless I change it again: Changed: All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn. Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day Changed: Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night
  13. 14 points
    BTW guys, just because the trader doesn't give you a dig quest right away doesn't mean there isn't any viable spots in the area, it is random. The next day there might be dig quests available. Yikes, I haven't seen ANY of that, that looks pretty bad. FYI, RWG will be a strike teams top focus for A20. We're going to give Robert all the support he needs to get it shippable once and for all. Closer quest POIs will be part of that improvement as well as fixing roads and issues like this.
  14. 13 points
    TL-DR: I already expect over half you people to go "Get Gud Scrub" But seeing as Ive been playing this game for THOUSANDS of Hours, you can go F$%k Right off. Ive enjoyed this game since EARLY Alphas and Ive never honestly felt this terrible about the game. Even the alpha 17 update didnt make me feel this terrible about playing a game Ive LOVED. Early Game Play of Alpha 19: Spawns in, does the usual opening missions, scavenges for 20 minutes finding now rare birds feathers to make a buncha arrows. Preps self up to go to war with early zombies with a bow and arrows. Heads out to a near by town. Fights off a few dogs, a couple FERALS on day 1 and even a Cop zombie. Finds a Shot gun Messiah. Breaks in quietly and proceeds to attempt to snipe sleeping zombies with a bow. After the first one took 3 arrows to the head before dying, stops and puts a point into stealth damage. Kills the last few zombies with 2 arrows each to the skull totaling in about 7 zombies, 2 of which were ferals. Now that the building is cleared out.. Starts to hack into the couple pre-Apocalypse crates that are there... only to find a primitive bow.. stone spear.. and blunderbuss.. in.. Both.. uhm.. what? This game takes place in America, land of guns in a cereal box.. why are these pre-apocalypse still sealed boxes containing... Post apocalypse beginner weaponry? Ok so then... looting the gun store is worthless.. Lets go get us some tools.. After a bit of searching, killing a couple hordes and patching myself up, I find a working stiffs. Same thing as the first store. Go in quietly, stealth all 12 zombies in this place, have one or two wake up since they are ferals that can smell the fart I let out when I saw glowing eyes. Heads over to the crates Pre-Apocalypse still sealed crates and cracks them open... only to find 3 stone-axes and two stone-shovels in every single box... So... before the apocalypse happened.. this store ordered tools cheaper than you get made in china? Was Carl in the back of the store just making these by hand cause if he was, these things suck as they are all level 2... Damn Carl youve worked at this store long enough, havnt you figured out how to make a god damned stone tool? Ok so.. Looks like looting is out the window for tools and weaponry.. but I just noticed.. its been maybe 5-7 hours in game and.. well Im STARVING apparently.. at like 70 hunger and thirst.. @%$*#! guess I need to find me a food source. 2 small wandering hordes and a dog bite later.. Finds Shamway, repeats process from other two stores, opens crates.... Well I mean Shamway has always sucked.. No one cares. Ok, so looting ANYTHING in early game sucks now.. Meaning that theres no point in doing ANY Pois, no point in going into cities, no point in going into factories, the early in game seems to now be locked to.. kill zombies or do trader missions... what happen to the go anywhere, build kill and loot anything to survive? What happen to that joy you felt when you got lucky and cracked open that one crate in 20 that had your lv1 steel pickaxe on day 3~4 where you knew you couldnt do anything to make it better, but you no longer had to suffer breaking rocks with a stone tool? I'd rather have low level garbage loot than this primitive tool set. Why are primitive tools even a lootable object? Especially from before everything went to @%$*#!?
  15. 13 points
    Title. Reading the notes for A19 and all of the B's after it: they state they are nerfing alot of perks, and nerfing the ability to find high tier loot like shotguns early on, and have this overly convoluted thing about how they are going to make progress feel "more natural" I'll Tell you one thing that would make progress feel natural, is the "spam crafting" items back, and items levels 1thru 100 that slowly progresses as you use the skill more and more, the skill gets better. (remember athletics? that felt more natural, the more you run the better you are at running) but now with this new system its really lackluster and just annoying. If I search 5 different gun safes in the same building, or in the same day its old and repetitive for them all to have blunderblusses (early on) and literally nothing else save maybe some ammo. Hell, who the heck would even have a blunderbuss in a gunsafe, Blunderbuss is more of the "crafted makeshift weapon" that you craft to help you clear a path to the gun safes which SHOULD have pistols, shotguns, rifles ect. honestly I feel like TFP just enjoys ruining the game more and more, because I dont see the point in scavenging anymore if all im getting is level 1-3 blunderbusses and ammo for guns which are are virtually non existent
  16. 13 points
    Progress on my medieval style house:
  17. 13 points
    Here is my WIP medieval tavern: https://twitter.com/joelhuenink/status/1279130036621074432?s=20
  18. 13 points
    I just wanted to let you guys know that the Streamer Weekend is tentatively scheduled to start June 26th. I just gave that date to the streamers and know that many will begin hyping it to their viewers and then it would get back to here and then you guys would be upset that you had to hear about it from outside sources. So I'm telling you now that Friday June 26th is our hopeful date but it isn't guaranteed. If TFP feels they must delay another week then they will. But that means that Monday June 29th should be a VERY GOOD DAY. (knock on wood)
  19. 13 points
    I will take the blame for sharing my enthusiasm with the fans. Some TFP members agreed a shorter cycle was a great idea in principal so I said that on the forums, but nobody wanted to do the graphics overhaul in a side branch or to deal with merging 3-4 months later so we just did the work and now we are here. Things change so what we intend one month is not the intent the next. Game development isn't flipping burgers, nobody can predict how long something will take. I can predict that 19 will take much less time than 18 did, and 18 took less than 17 so things are getting better. We should be in experimental in June and stable before the summer sale if all goes well but if not, relax, its just a game and there are bigger things to worry about right now with this virus, the economy, etc. We were also reminded how short builds break save games and everyone was having a lot of fun with 18, and larger builds have that "whole new game" feel so there are benefits to it taking some time.
  20. 13 points
    Zombie swim animations are in, synced up with the motion and some bugs fixed. Looking pretty good.
  21. 13 points
    Added underwater fog (darkens with night, worldglobal xml has density, speed and color settings).
  22. 12 points
    ahoi hoi survivalists here is COMPOPACK_44(for Alpha19exp_built169) (not compatible with all previous alpha-versions) COMPOPACK is a Collection of 303 Prefabs made by the members of this forum. I've also taken over all spawnable Vanilla-POI's to the CP (because of the waterbug in the originals) COMPOPACK is easy to implement (just a copy/paste - process) - and totally supports EAC (steam-easyanticheat) what you can expect when using COMPOACK ? : - 303 extra POI's for Nitrogen generated maps - 9 different townships (=towns/cities will differ from each other because of specialized prefab-rule-sets) Whats new in this Release ? nothing special - made the POI's work with A19 a bunch of new POI's are added / deleted all vanilla-POI's which was removed in A19 This CP-version contains: - the prefab-files that are needed at all - CP-Nitrogen-prefablist.txt (also my configUI.txt) (for Nitrogen-map-generation) - a pregenerated 8k-Nitrogen-map for example-purposes - this COMPOPACK-version does NOT have a CP-rwgmixer.xml (for ingame RWG-map-generation) !!! check out the updatepost to get detailed information special thx to Damocles for providing such a wonderful map-generation-tool and adding the customzone-stuff for me https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD also special thx to Pille for providing me the ability to do what is needed to do with the prefabs with his editor https://7daystodie.com/forums/showthread.php?62501-Prefab-Editor-(Alpha) super-special-thx to Pille who made the whole block-conversation from A18 to A19 also special-thx to TopMinder who has done some works on a dozen of prefabs As always the COMPOPACK is 100% EAC-friendly !!! Current version is: COMPOPACK_44(for Alpha19exp_built169) HERE you can download COMPOPACK_44(for Alpha19exp_built169) (Install-Instructions and the current Releasenotes are in the Download-file (.zip) ) IMPORTANT INFO: IF U PLAY MP THE PREFAB-FILES HAS TO BE ON SERVERSITE AND CLIENTSITE KNOWN ISSUES IN DETAIL: no POI-groups are setted yet (has no impact on spawning and gameplay!) (will be implemented in further releases) some wierd blocks (Rotations) on few prefabs (will be fixed when reported) Wishes or constructive critic is welcome. If u see any errors or strangers please report it here !!! (with picture when possible !) Sidenote: Some creations are look like a littlebit curious (especially the furnish and deco or displaced looking blocks) this is no Issue for me - these blocks i haven't changed !!! (i wanna keep the artistic freedom of the creator !!! ) . IMO its these little things - that makes the world living (this and the zeds OFC ) Here are some previous CP-Releases: COMPOPACK_43(for Alpha18.3_built3) COMPOPACK_42(for Alpha18.2_built5) COMPOPACK_39(for Alpha18_exp_built143) COMPOPACK_38(for Alpha17.1_stable_b9) COMPOPACK_35 for Alpha17exp_b233 COMPOPACK_31(for_alpha16.4) COMPOPACK_30_foralpha16.4 COMPOPACK_29_foralpha16.3 COMPOPACK_28_for_alpha16.2 COMPOPACK_27_for_alpha16.2 COMPOPACK_26_for_alpha16.0_also_16.1 COMPOPACK_25 for_alpha16experimental COMPOPACK_24_for_alpha15stable-b105 COMPOPACK_22_for_alpha14.7 Alltime Special-thx to: Hal9000 - Randor9 - RedMunich - bigc90210 - thugsta - acidchaulk - JayzenFreeze - LT. - elitelex - Damocles - Stallionsden - StompyNZ - Slaan - LuckyStar - NODABBA - Pille - LazMan - Guppycur - War3zuk - TopMinder and OFC all the Prefabbers and Modders out there, who spend their work to the community !!! OK - thats all guys have fun Mag
  23. 12 points
    Due to changes to sleeper volumes it is recommended to start over. If you do not, you may experience a POI flagged as clear before you cleared all volumes. b170-b173 Changelog: Added Localization updated for destroyed concrete material Setup xml, localization, and icons for Gas Pump Remake Updated localization for Wild West Coffin helper Setup xml and localization for Bleachers Set Destroyed concrete material "gfx graph tex mem" and "gfx graph tex stream" console commands "gfx st reduction" console command "gfx st" b/d/f/r console command abbreviations WoodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse) Tppoi window can be opened from ESC menu, also autofocuses search box now HD Office Chair xml, localization, and icon setup. Object pool block entity preloading Bombshelter_01 A19 update. Changed Increased push up motion when player is stuck Increased chance of getting criticals on the 2nd hit Nerfed water cooler loot to drop 1 to 2 pure waters instead of 1 to 4. Player shader name to Game/UMA and removed 10 unused properties Increased chicken and rabbit run speed Command "killall alive" no longer kills turrets Biome generation now allows biomes other than pine forest to be in center Optimized Arlene texture sizes Optimized Big Momma texture sizes Optimized Biker texture sizes Renamed Arlene emissive to proper name and readded missing texture Blade trap repair cost reduced to not be more than its crafted cost Optimized Boe texture sizes Optimized Crawler texture sizes Optimized Darlene texture sizes Optimized Fat texture sizes Optimized player hand texture sizes (AO only) and fixed filtering Optimized Joe texture sizes Optimized Marlene texture sizes Optimized Mechanic texture sizes Optimized Moe texture sizes Optimized Steve texture sizes Optimized Yo texture sizes Optimized ammo piles texture sizes Optimized dropped backpack texture sizes Optimized Brute trash can texture sizes Updated xml to auto replace old officeChair01 (new icon WIP due to issues) Implemented Localization update from MOGI 07/21 Enabled new Loading screens, since localization came back Zombies falling 5m+ have a chance to stumble and rage Updated cave_01 with new art and to support fetch. Assigned broken concrete texture as default to appropriate concreteDestroyed block faces. Fixed Graph value updating on non repaint events First person weapon brightness values don't match third person Player hands brightness adjustment due to auto exposure fix Back side of both flags have an alpha issue Prefab editor Ctrl modifier shortcuts overlap with other shortcuts "Path node otherHeight bad" warnings by allowing a small overlap RWG only generating 1/4 maps on dedi Tree poking through in vic_03 Coal container no longer has winow frames blocking coal harvest Fastfood_04 is missing rally marker Shoe piles destroy after looting Missing backfaces on blueberry plant
  24. 12 points
    Yes because it was totally natural to run in circles on spikes jumping up and down using bandages while crafting 5000 stone axes. /sarcasm (Though there were enough people that actually did that!) And to be totally fair, at the level where you're getting blunderbusses in safes, is a little bit early for cracking open safes. You guys min/maxing the game and going to the high-prize loot early on instead of attempting to progress naturally is part of the problem here. Early game should be about basic hunting and gathering. Not looting the crap out of POI's.
  25. 12 points
    *** B173 has a different mixer and these seeds won't work with it! *** I'll generate new seeds and update the list, but it does take time. Huh... I'd have to spend a lot of time here to do this. I have about 200 different seeds for alpha 19 experimental, half 4k and half 8k. I have previews from all of them publicly available here: https://www.dropbox.com/sh/ljjksykyenytm3e/AAAh0mf_CBnXW92eVl5i-EF1a?dl=0 To generate and analyse these seeds I use scripts that are freely available here: https://github.com/dcsobral/seedGen I usually don't leave uncompressed previews in that folder, but I decided to leave my top seeds (4k and 8k) there, for ease of access. All my 8k seeds have 10 traders, all my 4k seeds have 5 traders. To make it easy to figure out what seed you find interesting, I've added some of my analysis to a Google Spreadsheet anyone can look at. You can see the number of prefabs in the map, the number of unique prefabs, and the number of unique prefabs that are tier 4, tier 5, stores, skyscrapers or in my top 7 and top 15 lists. Once you find a seed you like, go to the drop link above, download the zip file, and you'll find a map preview there. Traders are marked in the map previews with pinkish outlines, though you might have to zoom in to spot it. The spreadsheet is at https://docs.google.com/spreadsheets/d/1E1abSNz0_rsoDd-3AVp6SzxY-AF7eVjMfVNhIXN3X20/edit?usp=sharing The best size 8192 seeds I've found are: Seed name: SystematicArbutus Screenshot: https://imgur.com/7vzG0iw Pro: top on my "top" criteria Con: Lots of big cities in the desert Seed name: FierceCinerin Screenshot: https://imgur.com/hLbBglL Pro: top unique tier 4 and 5, second best on my "top" criteria Con: one big disconnected city Seed name: TuitionalMonck Screenshot: https://imgur.com/uev7NcS Pro: high on "top" criteria, high on variety, has a Dishong and a Crack a Book skyscraper Con: a couple of small disconnected cities Seed name: HipBastinadoes Screenshot: https://imgur.com/nctbmul Pro: high unique tier 4 and 5 and variety, has a Higashi and a Crack a Book skyscraper Con: low on stores and top criteria (because it's low on stores), too much stuff on wasteland Seed name: AmbiguousCamphene Screenshot: https://imgur.com/Fim8wYs Pro: top on stores and variety Con: low on top 7, and unique tier 4 and 5, west cities disconnected from center and east cities The best size 4096 seeds I've found are: Seed name: PudgyPiggott Screenshot: https://imgur.com/RuZLCXy Pro: top on my "top" criteria, large variety of prefabs Con: disconnected cities, large city on wasteland Seed name: StirringEmbezzlements Screenshot: https://imgur.com/C3dD12i Pro: top unique tier 4 and 5, second best on my "top" criteria Con: disconnected cities, mid-level variety Seed name: IrreversibleConsiderance Screenshot: https://imgur.com/XRqqdgl Pro: high on "top" criteria, has a Crack a Book skyscraper, road connects all cities Con: low on stores, low on variety Seed name: RecoveredAmides Screenshot: https://imgur.com/J8hmPX9 Pro: top in variety, high on tier 4 and 5, huge cities Con: low on "top" criteria, mid-level on stores. disconnected cities
  26. 12 points
    Changelog for b155, b156 and b157: Added Added GameSparks opt-out option to game launcher Changed Demoted exception to error (no console popup) when country can not be retrieved Barrels are containers. Neon "Open" sign emits light now Loot probability templates normalised to 1 to make them usable in more situations White River Citizen quest now shows "No Trader", if no trader is in the world Added Item Type Icon to workstation tools. Fixed Blade and turret traps no longer cause standing AI for the client owners Wrong lootlist on Medicine cabinet with faucet Missing paint block in Skyscraper 02 Collapsing shower curtains in modern_06 Voxel blocks clipping through business_old_02 Tree helpers placed in ranch02,04,09, gambrel03 and tudor01 Infiltator 3 now allows landmine pickup again Removed 2m deep buried quest satchel from army camp 03 Blocked player movement in remnant_burnt_01 Paint issues in vic_09 Paint issue in treasure room of modular_06 Removed a dirt stripe in grocery_02 Corner cupboard incorrectly deleting faces Several inconsistencies with visible shotgun attachments Gamepad doesn't index trader inventory pages using right joystick Disabled K menu when not in world or POI editor Backpack loot bypasses the progression scaling Player's own turrets will shoot player's own robotic drone Junk turrets fall through stairs and any solid blocks below them when placed from a distance Business_old_08 upside down bookshelves. Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders Business_old_05 upside down bookshelves. Corner cupboard culling faces incorrectly Prevent server DDoS
  27. 12 points
    Just today we pushed the quality template out longer, removed guns, armor and tools from the tier one quest rewards, and yesterday we double the amount of quests turned in to advance to the next level. So now you will need to turn in 10 tier 1 quests to advance to tier 2 which is when guns/armor/tools start being offered as rewards. By the time you are getting to that, you should be finding tier 1 tools and weapons and not all primitive.
  28. 12 points
    I had to adjust them for linear lighting. They should be fine. Dark basement:
  29. 12 points
    You will have to make due. We've done a little bit of loot cleanup like removing harvest items from loot. There is no point in finding 3 coal in chemical loot when you can get 1000's in seconds mining. So a bit less useless looting should help a tad bit in the backpack space situation.
  30. 12 points
    Soooo I started testing yesterday. I spawned in the forest and did my tutorial and found my way to the trader, trader Bob. Upon entering the compound I got some nice trader music and interacting with him felt much more polished. I did a couple of dig quests, the dig quests have a nice "shrinking circle" now when you dig that helps you eventually find the target it feels much more polished and enjoyable now. I found the new food and water bars immersive and not distracting at all, and quite helpful. Health seems hard to get now and I was struggling with low health. I am trying an INT build and I'm not used to the stun baton its range had me getting hit quite a lot and it isn't very good against crowds IMO. I know it will be great later when I have junk turrets and perks so it takes less swings to get a charge. The graphics are beautiful. On day 2 I did my 4th quest, a clear the zombies quest and I had only 20-30% health when I started. Not a good idea. I had a pistol I bought from the trader with 10 rounds but that didn't last long but I think I was close to clearing it so I kept going, but the stun baton wasn't doing so well, I was getting hit too much. I switched to the steel battle axe I got as a reward and power attacked and knocked two guys down with one swing it was glorious. It had me thinking a strength build would be a better move lol, but then I got hit again and could not switch to a bandage quick enough and bled out. Overall a much better start than A18 testing had. There is new combat and behaviors, guys stumbling and falling over fences, and when they break a door they stumble or fall, its very cool. This game has an intensity to it that is amazing. I've decided I will start a base when I get my stuff back. I already bought the forge perk so I can get some tools going and get a mine started at least. It feels more challenging regarding food. Vending machines had very little food and mostly candy, so I'm doing dig quests to keep fed, but my low health situation keeps me from storing any surplus I'm eating everything to keep my health up. I haven't got any criticals other than infection. I had to take the herbal antibiotics as a quest reward to get rid of infection, and passed up on a q2 steel club which sucked. No honey was found yet either.
  31. 11 points
    They mostly come out at night... (V2.50.1) 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 things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These buggers are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  32. 11 points
    Yeah, i don't think the problem is that bad. Afterall, it still does require the player their most valuable resource....time. As a side note... Just wanted to share one of my latest creations using the in-game prefab editor and many of the new blocks introduced in A19. It is an alternate trader Bob POI themed best for the wasteland. I took some inspiration from one of your concept art drawings. Let me know what you think. I will be putting it up for download hopefully today/tomorrow on Nexus.
  33. 11 points
    I incredibly strongly disagree with this and believe it would even be game ruining. If both loot and all zombies scale in health and damage, you'll end up with a very samey feeling game and it would ruin the fun of seeing yourself get stronger. More special zombie variants as game stage goes up are welcome but scaling all zombies and loot at the same time would be very damaging to fun.
  34. 11 points
    This is a large amount of information in these posts. I'll be working on a full, properly formed tutorial as we get access to A17 and we can really make the xpath system shine. I've listed some examples here, and we'll be posting a ton more xpath samples over the coming weeks, as we port the SDX modlets over to use the native hooks. By all means, begin posting your comments, questions, or requests for clarity. Since we now know that xpath support will be built-into the vanilla base game, and discussions earlier were getting a bit confusing, I've decided to make a new thread to try to demystify xpath and what it'll mean for mods and modders going forward in A17. The information in this thread has been pieced together from forum and discord discussions. They may not be 100% accurate, but I will update this thread when we know the full implementation. XPath is a way of adding, changing, or removing XML lines and nodes, without directly editing the XML files. It allows you to apply patches to the XML files without manually editing the vanilla XML files. SDX has had partial support for this since its initial release, and a lot of the SDX Modlets are already written this way. We will be using some of the SDX's xpath as examples in this thread, but SDX is not required to do this in A17 and onwards. I believe in using examples to explain concept, so in the next few posts, you'll see a mixture of explanation, along with sample xpath code. The following Mod structure is expected for A17 and beyond: Mods/ <ModName>/ Config/ UIAtlases/ItemIconAtlas/ ModInfo.xml <ModName2>/ Config/ ModInfo.xml You will be able to have multiple mods loaded, and loading will occur as long as the ModInfo.xml exists. This is unchanged from what we've been doing doing with other alphas, with the exception of the Config folder. This Config folder will support loading XML files, written using xpath, in the following folder structure: Config/entityclasses.xml Config/gamestages.xml Config/items.xml The files in the Config folder will not be a full copy of the vanilla file with your changes. Rather, it'll contain the changes you want done to the vanilla files. The files under the Config must match the vanilla file name. You cannot create an entityclasses2.xml file, and expect it to work. Any changes in the entityclasses.xml will have to be done in the same file. However, each mod can have its own entityclasses.xml. During the game's initialization, it will perform the xpath merge in-memory only; no files will be actually be modified. This would allow us to remove mods we no longer want, without re-validating against steam, or previous copies of the xml. That's a big one. No more half merging of a mod, and not having it work, then trying to pull it back out. What this means for us is that we'll be able to make a variety of smaller mods, which I've been calling modlets, which can add, remove and change smaller pieces of the game. They can be used together, or they could be added to an overhaul mod, in order to style your game play easier. These modlets would also exists outside of the Data/Config folder, so if you have made direct XML changes in your Alpha 17.1 Data/Config files, and Steam updated the game to 17.2, you would have lost your changes, or would have to re-merge them in. We've all been there before. But if they existed as modlets, under the Mods folder, they would be safe. And as long as your xpath is still valid to the new XML, it should load up with no additional work on your part. If we could use xyth's JunkItems modlet, which adds random, scrappable junk items to loot containers, and add them to Valmod Overhaul. Likewise, if Valmod Overhaul did not have the No Ammo modlet (which gives you the ability to unload a gun and get its bullets back without disassembling it), you could drop the NoAmmo modlet into your Mods folder. Headshots only? Want to increase stack sizes? Same deal. With a properly constructed modlet, we'll be able to piece together new play styles for people to enjoy and share. A modder working on a large overhaul won't have to duplicate work. If they wanted to include the No Ammo mod, they wouldn't have to code it themselves, letting them focus on the bits that make their mod really unique. Let's get started on your journey...
  35. 11 points
    Note: There is a chance that character progression will be reset, if you continue a savegame from b163, due to a change. As always we recommend starting over with a new savegame during experimental.. Changelog for b164-b169 Added Option to change size of FPS display Old Wild West Coffins Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders Allow XUi list ComboBoxes to be initialised with ints/floats from XML Allow enabling/disabling XUi SimpleButtons from XML/bindings Allow XUi controllers to react to binding changes at runtime Mem obj and mem objs console commands to list and shrink the object pool HD Biker Zombie Chainsaw/auger flesh impacts for melee & harvest. Added hits/grazes to all 3 tiers knuckles. Visual clue for text orientation on player storage crate Radiated vulture vomit attack sfx. Gfx st discard console command Janitor Zombie (final fixes in b170) Changed Increased amount of small animals spawning in the forests and decreased larger animals. All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn. Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night Shotgun damage and auto shotgun rate of fire reduced. Added floats so spawning of zombies and predators are less predictable. Reduced stamina cost on iron harvesting tools Bandolier mod increases reload speed by 15% Removed candy tins, hub caps and air filter items from the game. Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring Deprecated candy tins and other redundant items Cooking pot mine is also crafted from basic resources Normal entities load their prefabs and meshes on demand instead of during world load Reduced distance to backpack after death if no respawn point is set Block entities to load on demand using the object pool The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time Added various scales to zombies so they are different heights Texture streaming to only use the main camera Store_autoparts_01 updated to commercial standards. Updated lots of oldwest POIs with new art Art and new block update for house_old_abandoned_07 Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day Fixed Underground airpocket in Ranch03 Collapsing railing in fire_station_01 Z fighting with trimblocks and paint issue in modern_07 Applied paint to block behind comfy chair in modular_05 Adjustment to zombie footstep sound playback Knuckles harvest too quickly ( use attack speed ) Breaching rounds do not work on the Shamway safe Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench Steel spear shows proper unlock info Scope mods are now visible on tactical assault rifle Robosledge does not display a ammo count anymore Beer sign does not have a white line on texture Chest in funeral_home_01 now has loot Create world feature is functional again Can now place blocks around all lockers Identical look for XP bar and food/water bars Shovel hold animation is no longer used for all weapons and tools Upside down door frame in apartment_adobe_red_5_flr Bar_sm_01 no longer has false cabinets Animals can not die from infection anymore Weighted head mod is not compatible with blade mods on machete. Food does not heal after you eat broken glass. Also, please reconsider your diet. Fixed chainsaw and auger reload sound playback. Some farm plots cannot be planted due to stability Crate_storePrefab renderer was in TerrainCollision layer Gas_station5 billboard SI issue. Carlot_01 has beams that block entities Replaced deprecated Freezers with its new replacement Torch is now burning in roof area of house_burnt_02 Pathing issue with door of basement in Mansard_02 Wrong bookcase rotation in modern_04 Daring Adventurer level 2 and 3 now work again with T1 quests False cabinets in park_basketball Bungalow_05: Block behind boxes was painted and the shelf support replaced Not allowed to access triangles/indices on mesh while in prefab editor Disabled spider zombie looking at player Particle System is trying to spawn on player mesh with zero surface area, aka console spam when player is on fire Robotic sledge / repulsor mod ragdoll is extreme on players ActionRagdoll not using a consistent force
  36. 11 points
    I never once questioned the best rpgs of all time when looting. I diablo I got what I got. Same in Skyrim, Fallout, etc. I opened up a loot container and got something a little better and I was happy about it. You just aren't used to it. Once we get pipe guns and a bit more supplies to craft your own things it might feel less repetitive which I think is the larger problem. We will have game staged increases in the harder biomes you can go there to get non primitive loot early game but it will be a lot harder.
  37. 11 points
    Changed: Blade trap hits don't prime the demolition zombie. Darts apply their damage directly, so they were fine.
  38. 11 points
    DISCONTINUED: Sorry to all but after much consideration I will no longer be updating or supporting any of my 7 Days mods. These modlets are my humble attempt at yet another UI mod. These modlets will work with Alpha 17.4 and most work with A18 as well. These modlets add some extra HUD bars and info to the UI as well as rework the toolbelt and make a few other changes. Simple UI 4 Digit Craft Makes it so you can enter a 4 digit number when crafting. Simple UI 4 Digit Craft v1.0 A17 only. This is no longer needed in A18 Simple UI Bigger Backpack 60 Increases backpack size to 60 slots Not compatible with Simple UI Bigger Backpack 120 Not compatible with Simple UI Bigger Backpack 120 + Player Built Storage Simple UI Bigger Backpack 60 v1.1 A17 version Simple UI Bigger Backpack 60 v1.2 A18 version Simple UI Bigger Backpack 120 Increases backpack size to 120 slots Not compatible with Simple UI Bigger Backpack 60 Not compatible with Simple UI Bigger Backpack 120 + Player Built Storage Not compatible with Simple UI Player Built Storage Requires a 16:9 resolution or better Simple UI Bigger Backpack 120 v1.1 A17 version Simple UI Bigger Backpack 120 v1.2 A18 version Simple UI Bigger Backpack 120 + Player Built Storage Increases backpack size to 120 slots Increases player built storage to 143 slots Not compatible with Simple UI Bigger Backpack 60 Not compatible with Simple UI Bigger Backpack 120 Not compatible with Simple UI Player Built Storage Requires a 16:9 resolution or better Requires a new save to avoid errors with old containers Simple UI Bigger Backpack 120 + Player Built Storage v1.1 A17 version Simple UI Bigger Backpack 120 + Player Built Storage v1.2 A18 version Simple UI Compass Two indicators were added to the top and bottom of the compass to show which way you're facing. Outside temp, and Elevation added to the right of day and time under the compass. Simple UI Compass v1.1 Simple UI Crafting Queue Increases crafting queue from 4 spaces to 5 spaces. Simple UI Crafting Queue v1.0 Simple UI Forge Input Increases forge input from 2 spaces to 3 spaces. Simple UI Forge Input v1.0 Simple UI Left HUD Food and Water bars added to the bottom left HUD. (below health) Feels like temp added to the bottom left HUD. (above stamina) Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other left hud modlet Simple UI Left HUD v1.6 Simple UI Left HUD Buff Timers Food and Water bars added to the bottom left HUD. (below health) Feels like temp added to the bottom left HUD. (above stamina) Buffs with timers added. Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other Left HUD modlet Simple UI Left HUD Buff Timers v1.6 Simple UI Left HUD No Temp Food and Water bars added to the bottom left HUD. (below health) Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other Left HUD modlet Simple UI Left HUD No Temp v1.6 Simple UI Left HUD No Temp Buff Timers Food and Water bars added to the bottom left HUD. (below health) Buffs with timers added. Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other Left HUD modlet Simple UI Left HUD No Temp Buff Timers v1.6 Simple UI Player Built Storage Increases player built storage to 140 slots Not compatible with Simple UI Bigger Backpack 120 Not compatible with Simple UI Bigger Backpack 120 + Player Built Storage Requires a 16:9 resolution or better Requires a new save to avoid errors with old containers Simple UI Player Built Storage v1.0 Simple UI Toolbelt Enlarged toolbelt slots. Toolbelt slots now have key numbers in top left corner. Toolbelt holding color is now green. Player level with icon added to the top left of the toolbelt. Player deaths with icon added to the bottom left of the toolbelt. Zombie kill counter with icon added to the top right of the toolbelt. PVP kill counter with icon added to the bottom right of the toolbelt. Simple UI Toolbelt v1.0 A17 version Simple UI Toolbelt v1.2 A18 version Simple UI Vehicle Storage Increases all vehicle's storage to 90 slots Requires a 16:9, 16:10, or better resolution (unless used with Simple UI Bigger Backpack 60) You will not see the increased vehicle storage size until picking up your vehicle and placing it back down. Simple UI Vehicle Storage v1.0 Installation Download the zip files of your choice and extract the Mods folder to your 7 Days To Die installation directory "\steamapps\common\7 Days To Die" Notes May not be compatible with other UI modlets. Nexusmods Link Nexusmods Github Link Github Screenshots BIG PROPS THANKS AND CREDITS Big props, thanks, and credit go to the following. Russiandood - For the great screenshots Dust2Death - Adding a 4th Digit to the crafting menu box Red Eagle LXIX - For the example on how to put a toggle on the hud
  39. 11 points
    Note: some may have bad quality! its not the artist fault. its my fault! AND THIS IS LONG! SO HOLD ON TO YOUR britches this is my fav Bandits/ White river! More! shelf stuff! LOL CORONA WIPES! some tools and weapons! i love this! the rest i can't post for some reason!
  40. 11 points
    I wish it was just knuckle rubs back in the day... add swirlies, farts on the head, wrestling dummy, hurts donuts and bb gun victim to my resume. Its all good though todays cry baby generation could use some big brotherly love IMO.
  41. 11 points
  42. 11 points
    The reason random puking wasn't well received was because of how it was implemented, not that it existed. Like a lot of TFP things (*cough*LBD*cough*) the implementation gets screwed up and they just scrap the entire thing rather than making it better. What if food poisoning was done like infection? You got sicker and sicker *until* you puked? What if it occurred on things that made sense for you to get sick on, instead of things that didn't make sense? What if creating a thousand stone axes didn't give you the ability to make concrete, but instead only made you really good (at a cap) at making stone axes? See? Things can be done better, without scrapping it entirely. 😃
  43. 10 points
    Because they have about 20% more killing power than a bb gun. Pipe guns that use all the current ammos so you can specialize right away. Pipe rifle (762) pipe shotgun (shotgun ammo), Pipe machinegun (762), Pipe pistol (9mm), Pipe baton (stamina), and possibly pipe junk gun (junk ammo) and possibly a full pass of junk guns, we'll see how it all fits together for the intellect guy.
  44. 10 points
    I like this because it is pretty much the same for sp and mp. Everyone can hunt every day and not have these huge droughts of no meat in cleared areas. I went with a high chance for small game, low chance for big game, spawning any time. every day. For predators, they spawn only at night in the starter biomes, every 4 days like zombies. (still tweaking things, but I think this is going to be what we do for the next patch)
  45. 10 points
    Changelog for b158-b163 Added Writable Storage Box American Flag Version Flagpole Chair versions of plaid and leather sectional couches. Player stats UI shows values using tags if set Night is darker when the moon is not full Add POI name to dbs command screenshots Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward Changed Items that cure a condition show 100% instead of an unspecified amount Updating steel club icon to match mesh changes Zombie bears drop testosterone extract Yucca juice recipe no longer needs water but is boiled in a cooking pot The stamina buff from cooked food does not count down while your food bar is full. Put a small weapon bag in survivor_site_02 Bullet casings now partially visible in iron sight aim Reworked laser attachment effect for desert vulture Boiled water does not cause dysentery Reduced excessive food value on super corn Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages. Deployed sledge hit distance to be entity MaxDistance and aiming will start 1m earlier Physics push to not angle down and if not on a ragdoll use x5 force Traders sell tech 3 weapons in the higher secret stash inventories Robo sledge YawRange changed to 170°, making it easier to place in tight quarters. Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it. Loot abundance to effect each item in the container instead of the master count Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. Chainsaw and auger are not unlocked by perkAdvancedEngineering Localization updated to support language to new blocks Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies Added more friendly animals to all biomes Enemy animals can spawn during the day in forests Chickens can spawn in forests now All animals respawn much faster than before 10% less resistance against stun and bleeding Blade trap hits don't prime the demolition zombie Food max stamina buffs will not overwrite if an existing higher value buff is above half duration. Stone block destruction doesn't fire heat events like wood or iron blocks Auto shotgun cannot use scopes for now Increased dog, dire wolf and mountain lion pain resistance Improved sleeper volume noise response Temporarily disabled reflex sight as a visible attachment on the auto shotgun Fixed PerkHealingFactor works while player is supposed to die from hunger or thirst Pyramid_05: Removed the locked lootchest at the end Repulsor mod is not working Steroids add 50% run speed instead of the stated 10% Regression from: Both random desk helpers are solid only on one side Missing documentation for how the "soft cap" on overeating works. Wrong oven paint in apartment_brick_6_flr Falling window pieces in modular_03 Replaced faucet with showerheads in fire_station_02 BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food. Put proper shelving support in vic_13 Removed windowsidings from vacant_lot_05 PerkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction 4x scope on AK47 placement issue Barbed wire mod not causing bleed buff New auto shotgun scope had no material Mannequin colliders shapes don't match mesh Stone axe fire anim moved up. Super Corn is now unlocked by rank 2 of living off the land Collapsing candle on bookpile in book_01 was changed Armor not resisting bleed buffs Factual and grammar errors in the Dysentery and Survival journals Wrong ingredient count on ammoBundleBlunderbuss Not allowed to access triangles/indices on mesh while in prefab editor Blocks have a model for 3rd person viewers Ragdoll Force parameter does not work for a deployed junk sledge Both robotic turrets/sledges jitter while aiming at their targets Deployed sledge fire delay not decreasing when no target and target could not be seen at certain angles Trader setups have nonfunctional item quality parameters Robo sledge displays an ammo counter Several items state wrong recipe unlocks. Molotov not applying burning when entering the flames Fast Food 2 has suitcase poke through bathroom hiding spot Added missing bock to cemetery_02's surface building's ceiling The new store freezers are cutting thru fog Pure mineral water cures dysentery? Transparent building mats not fogging correctly Candle light not illuminating surfaces when standing too close to them Another shelf in vic_13 was updated Cobwebs bright in fog Flagpoles did not have any harvest resources Wood texture seams on frames when upgraded are not lining up properly Better Barter 5 incorrect description Ranged weapons playing a second start sound on the last round False Max Stamina Buff from Healing Items
  46. 10 points
    Of course you would fail, you just self proclaimed that you would so you would self fulfill that prophecy. And then you go on to explain how you have a lack of patience. What you really mean is I'm lazy af and I give up easily. In order to accomplish anything in life, you will first need self belief, and then you will need to be patient. Sounds hard, but I assure you that with a constant effort made on your part it can become much more rewarding than pretending to be an idea man when all you do is regurgitate commonly posted ideas. You are better than that. You have passion but you shoot it down without even trying. Make a choice, and do something with your time here and do it well. So what if the first 5000 steps suck eventually you'll get better and pretty soon people will praise you. I am a nobody from nowhere, but I turned my passion into a multi million dollar a year business. But I always had self belief, because mom told me so. Even if it was a lie, it got me started and that momentum is very powerful once you harness it and decide to do better than yesterday. So get off your ass and make something of your life. Believe it or not you will blink an eye and be 30, and then 40, and then wonder why you didn't get where you wanted to be if you don't apply yourself. If you don't make a choice its still a choice. You'll be flipping burgers and not getting any respect, not be happy etc. So its better to try to become something and fail, than to do nothing and succeed. Use your passion to make mods, or become a good artist, etc. You like attention and working on mods is a great way to get some and build your skills up.
  47. 10 points
    I never thought I would ever do this ... but: I strongly advise against using CPM! As for why: I haven't checked in detail, but while I don't think it actually violates any license basing your whole work on a lot of other open source code and then saying "you may not even look at mine" (not even talking about reusing / modifying here) is an ass move The code is highly based on other peoples work. So far I know of at least Coppi's mod and mine, parts of it just copied 100%. Not even mentioning it. It's closed source and furthermore even obfuscated binary negatively impacting performance even worse it makes it hard to verify what it is doing. Remember that any code you load into your game can do anything on the system within the limits of the user permissions the game runs on even obfuscated all third party code it heavily relies on (like the whole LiteDB, Harmony, Coppi's and my code) [*]It's not an encouraging behaviour for a modding *community* As I said, (probably) nothing "illegal", just something that I don't like to see happening in our community and something I would be very worried about as a server admin.
  48. 10 points
    I respect your opinion but there just isn't any reason to do polls, we are confident with our designs as you guys don't have enough information to think, and don't know the full picture and each version is always missing critical ingredients to the recipe so while you might hate or dislike a current thing, it often is just an interim step towards the bigger picture which we are sure will be better received. It would be like casting a vote without knowing anything about the candidates. For all you know we are focus testing the engineer zombies for a build, and that will be used for bandit raids later and zeds will have dumb ai. The plan is that special infected might not even be zombies, but heavily radiated humans so radiated zombies do not want to eat them. Noone knows for sure but they are violent psychopaths that have some form of intelligence yet. A lot of people hated alpha 17, it wasn't that bad, it was just missing proper books and schematics. Fundamentally 18 is the same, but without that one hook 17 was not liked. Obviously too many zombies use the engineer ai right now, but as we get closer to gold it will all feel better. Like with 17 I was super excited about the capabilities. To me you hand me a paint brush and a canvas I'm having a blast, where a lot of people are too short sighted to see what isn't right in front of them. I saw potential and turned it into a masterpiece that has outsold every other version of the game, just like I see the AI as nothing but pure potential right now. So that might be the shocking difference, I know where we're going with all this cool tech, you judge it as it is. Just like our first new version of rwg... just wait. We now have full random biomes, no duplicate pois in the same area, and adjustable biome percentage so you could roll a map with 90% forest if you wanted. I'm not saying that feature is available to users, I'm saying the tech exists now. I get it though, for all you know the AI is done. The last of the old AI you liked was like 16 alphas. It was the most polished version of some rudimentary stuff with 16 iterations. You've only seen 2 iterations of faatal AI, so be patient.
  49. 10 points
    For A16.4. This mod makes TFP's prefab editor and world creation screen accessible. Create a copy of the game folder and replace the Assembly-CSharp.dll in the 7DaysToDie_Data/Managed folder with this one. (Choose download with browser.) Click on Editing tools in the main menu and choose a map type, then press Start. Dlls for older versions: A16.3 A16.2 A16.1 A16.0 A15.2 A15.1 A15 A15 b104 A15 b94 A15 b88 A15 b83 A15 b78 A14.7 Little demo: Controls: Z: Draw selection box J: Clear selection L: Fill selection with block selected on toolbelt K: Properties menu (StartPoint, Dynamic Prefabs, EntitySpawnerTriggerArea, EntitySpawner) E: Change color of selection (not sure if there is more to it) Press and hold G: Move selection box with mouse or WASD Press and hold Shift + G: Change size of selection box Holding Shift while placing a block (LMB) will replace the selected block Holding Shift while having a block selected on toolbelt and pressing RMB will delete any block Ctrl + E will toggle any light on and off while clicking on it Left click red on a prefab with entities checked and hit k to open the spawn triggers menu Ctr+C - Copy Selection Ctr+V - Paste Copied Selection X - Rotate the Selection Arow keys change "voxel smoothing" Backspace - diselect area Ctrl+Right Click on map to teleport Ctrl+* - freeze zombies Pressing middle mouse button while pointing at a block will add a stack of the block to the toolbelt Ctrl + cursor up/down: raises or lowers a voxel Changes to the terrain of Navezgane can be made by enabling debug mode and disabling the decoration in the debug menu (Esc). The modified terrain files will then be saved at Data\Worlds\Navezgane\Region so any new games started will show the modified terrain. Thanks to Guppycur, Sorrowthief and DnaJur for figuring out the controls. Last but not least, thanks to N2n1 for showing me how to use ILSpy!
  50. 10 points
    Junk drone revealed! https://twitter.com/7DaystoDie/statu...096267264?s=20
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