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Showing content with the highest reputation since 04/06/2021 in all areas

  1. Added Feral Sense option (None, Day, Night, All). I'm still tweaking it, but I expect to be playing with it set to Night and actually being afraid of the dark.
    8 points
  2. This is an international forum and as such what passes for humor in one culture will be inexplicable in another. These threads don't break any rules and I see them as light-hearted silliness. If this were the Mayo Clinic forum and we were discussing Meningitis then I could see being against light hearted nonsensical silliness but this is a video game forum for a game about zombies that can be found in a building called "Poopy Pants Daycare".... Silliness is allowed-- especially in General Discussions with how strict I'm being in the official A20 thread. Lighten up and relax.
    5 points
  3. but.... try playing it with GodMode off... its a whole new game then. i was amazed
    5 points
  4. As I was digging up this guyโ€™s driveway for gravel, it occurred to me that I have totally trashed out his house. I looted all his food, broke up the furniture for wood and leather. I chopped up all his drapes for cloth. Then I smashed all the pictures in his house looking for a safe. Found one. Why the hell would he put junk in his safe? The great developer in the sky is messing with me. I guess. I took a wrench and broke up all his appliances for parts, even his lighting fixtures and beds. I chopped a hole in a couple of his walls looking for hidden treasure. Took things he o
    4 points
  5. There is no indicator other than zombies coming to kill you like they do any other time you are detected. Dynamic music would react when they target you like it does now. The system simply gives zombie hearing and seeing distances a big bonus (defined in xml), so they hear and see you more easily. The Feral Sense bonus is either on or off depending on if set to day, night or both.
    4 points
  6. Which is an assumption of yours. Sandbox is bound to pull a great deal of its allure from being Sandbox, and leaving it up to the player to take initiative and define their challenge within that frame as soon as basic skills have been acquired. That is not to say that purpose and (NPC) interaction as well as challenge by even more and even stronger foes are not to be considered valuable assets but especially the last one gets old rather quickly, and then the demand rises for yet more and more resilient objectives to overcome. I strongly believe in new content adding to the feeling of
    3 points
  7. So that mean next alpha versions will be bigger or will coming out faster right?
    3 points
  8. For one the editor runs about as good as a build. For us that means more productivity. Faatal can go into further detail.
    3 points
  9. I did some testing a while ago, recording the results of looting hundreds of containers, book piles and bird nests, 100%,25%, 300% etc Loot abundance. It's something they're still working on, is the good news. The bad news is the system has been Wonky for years at this point. It never behaves how you would expect and is fundamentally broken under 100%, so I can definitely relate to everyone's frustration with the Loot at times. It's been reported alpha after alpha but the game is early access so all we can really do now is hope the pimps eventually come through and give it a final polis
    3 points
  10. Version 0.1.0. released! Some new feature are: Added custom heightmap support Added custom POIs support Improved world generation Improved interface
    3 points
  11. I think asking if people enjoy being encumbered is misleading. People don't enjoy being hungry, bleeding out, running out of stamina, etc. It's not the right question to judge a mechanic. The first principle here is, the player's inventory is limited. Given that, what's the best way to limit it? I see encumbrance as a way to impose a soft limit instead of a hard limit on the inventory. Remember, the inventory is considerably larger than it was before. Back then it was a hard limit: carry up to x and then you hit a wall; you can't carry any more. I like this soft limit better
    3 points
  12. I like it and wish it went further-- as in smaller backpacks with less slots to larger backpacks with more slots than we currently have. The whole point of it is to feel that sense of accomplishment once you have a vehicle and/or all slots cleared. I have played with mods that increase backpack size and/or clear all slots by spending one skill point in pack mule and those mods make the game feel much closer to creative mode to me. Same with the early game struggle to manage stamina. It might be annoying and we might wish to be able to do everything we want wearing whatever we want for as long
    3 points
  13. Thanks for your opinion but after 7 years of doing it their way despite many many threads just like yours pleading for faster updates, it just isn't going to happen. It is just how they operate and it will most likely continue to be so with their next game as well. There is nothing wrong with playing a game twice a year as long as you have other games in your library. The fact that you keep coming back and that with each new update the overall growth of the player base continues to rise shows that the way they are doing it isn't harming them. The game is not subscription based so f
    2 points
  14. And what i am saying is that you are imaging "just split updates up" is not as easy as you think. Same like the time between releases is not constant, because it's hard to finish something to a concrete deadline, instead you release simply when it's done. And when somthing is in a releaseable state does vary. Iirc the time between A16 and A17 was even longer was that with A17 the sleeper system was introduced, and that was a really HUGE change that required a lot of development ressources. Another exmaple that hopefully makes more clear what i'm talking about: Assuming th
    2 points
  15. You are assuming they are developing parts that are working completely independent of other stuff. But often various changes rely on each other and can't be deployed independently in different parts. Also i doubt each update would be more fun if they release 1/3 of the features every 4 month instead of the full featureset after 12 months. What makes the replays after major updates great is that A LOT has changed. Look at the changelog of A19, devide it in 3 parts. Now imagine you wouldn't have gotten all the changes at once, but only 1/3. Do you think 1/3 of the changes would have ma
    2 points
  16. I think you understood something essentially wrong. The purpose of the major updates is not to deliver content to make the game replayable again for older, bored players. That are no content updates, but pure game development. You bought an early access product, that is simply developed in this way. There is not even a gurantee in future updates keep coming. In theory TFP could also have stopped the development. And once the game goes gold (early access ends) there will be no more updates in a development sense. Perhaps TFP may continue delivering content updates then, but that's a
    2 points
  17. What are you going to do when it is finished? Play twice and move on? Sounds like the issue is you, not how long since the last major update of a game in development.
    2 points
  18. while im not a moderator buss i do understand the frustration but look at it this way would you rather have a year in between major updates and have good quality content or have 2 months in between major updates and have garbage that needs to b fixed god knows how many times. Personally i would prefer the latter
    2 points
  19. Its been kinda lika this since alpha 16, there was about 1,5 years between 16 and 17, and after that it has been around a year per new alpha! You get used to it after some time... xD If you ask the pimps, they will respond "its done when its done" and that about as accurate answer you will get regarding the time to the next alpha! But keep a look out for when streamers start getting access to the experimental version, that usually means it will be released to the public soon! As for myself, i would guess we might see alpha 20 i early summer? But i have to idea, really! ๐Ÿ˜…
    2 points
  20. I think I have it guys. I used my artist's manikin to compose a human figure in "armor" and I think it looks pretty nice. I do like the idea of trying to carve something, but I'm pretty happy with this. I may experiment with carving and see if I make something better, but this looks cool for now.
    2 points
  21. Awesome, 3 months sooner sounds great!
    2 points
  22. I didn't know that so thanks--- although I'm probably going to be like Ham in Toy Story 2 using the TV remote in any case...
    2 points
  23. You may not know, but now the blocks can be rotated in different directions) To rotate the block one step back, you need to press "R" ๐Ÿ˜‰
    2 points
  24. The game plays fine at max settings on my Raspberry Pi 400 in emulation. No, really, it doesn't.
    2 points
  25. Small update: Since I updated the castle, I decided to stick with the topic of older buildings. I found a nice timber framed one in the same city as the castle (Bamberg, Germany) , and decided to bring it into the game. I am quite happy with the results I managed to achieve with vanilla blocks. Translating the historic timber frame structure into 7 days optics is still a challenge, but I'm quite confident to say I'm mostly done with the exteriour. Interiour is going to be how I imagine people use it today, with a bit of dungeon-elements to keep it fun. Here is the original: https://common
    2 points
  26. Court room with supporting rooms (clerks, etc) Licensing offices (inspectors, etc) City utility offices, etc Public meeting spaces Voting clerk Offices, etc Mayor's office with supporting staff Not sure if you already thought of these
    2 points
  27. Ive been using this HUD mod for a while now and I have to say, it is great. Everything about it is exactly what Ive always wanted in a HUD mod. Super duper thumbs up for this one... Orange... orange is one of my favorite colors, so yeah. Enough of the gushing... thanks for the GUI overhaul. It was long needed.
    2 points
  28. Why is it Hugh and not Hue? Because heโ€™s so off color....
    2 points
  29. I know I'm beating a dead horse here, but I'm going to add one final point to the "brass predicament". What is one the most inconvenient tasks in 7D2D? That would be babysitting brass as it smelts into your forge. At least with candlesticks, trophies, and doorknobs they stack up to, what is it? 500? Brass radiators are the main culprit here. Having to place 10 in at a time (max stack size is 5) and wait for 10 minutes before you can deposit more into the input slots is a far less elegant method than any other smeltable item in the game. I'm no game developer, but I don't see how increasing the
    2 points
  30. Bambi's mom's name is in the credits. Its Barbie. Barbie Que. btw... Ever since playing Valheim I'm so grateful that deer don't make any vocalizations in 7 Days.....
    2 points
  31. Any project that is being edited for its final version typically has more cut than added. The process is usually tougher on the creator more than anyone but any competent designer whether it is a game, a movie, an essay, a book, or a work of art knows the value of cutting away the bloat and chaff and simplify their project to a high functioning lean product. Hey, I love extended versions of movies and also wonder about all those deleted scenes and why they had to be cut in the first place and I also enjoyed many aspects of 7 Days to Die that ended up on the cutting room floor. But
    2 points
  32. Excellent work Faatal! I can't wait to get my hands on this feature whenever A20 EXP hits. I personally edit my forest biome XML's to add wights, cops, and soldiers to nighttime spawning, so this shall prove to be... interesting.
    2 points
  33. In Italy GDR means "gioco di ruolo", which would be an RPG or role play game in English It could also mean "global depository receipt"
    2 points
  34. If I am using "hwmonitor" and verify that some 2 cores go to 100% when the server is running for a long time. It is certain that if I use a map with vanilla prefabs I will not have this problem, they are rendered and do not exceed blocks and zombies objects. So I verified another problem is that if players enter, then they disconnect and re-enter subsequently, it overloads faster, the server does not eliminate the junk data that the players load and many things. I don't know if the same thing happens to someone with a better host.
    2 points
  35. I suspect that 7DTD with a weight based system would be horrible. If bicycles were a bit more accessible to start then it would make things a bit better (like not requiring a perk to make, just finding/building parts). But I also like the idea of having an even smaller backpack to start and building bigger ones as you go.
    2 points
  36. @BioFringe just in case you missed this important announcement....
    2 points
  37. I just downloaded a fresh copy of the latest version of riles vanilla plus and it's already set to 20 minutes in there for animals, that code will be useful later in this comment. It's in entityclasses, TimeStayAfterDeath is the property name you want. And if you look, you will see that the zombie entities have had two properties appended to their entries, which govern the chance they turn into a corpse block of some sort when they despawn. What you will want to do, is add that TimeStayAfterDeath property with the time value you want in seconds right after the property called CorpseBlockChan
    2 points
  38. For those that don't like the loot progression, enemy progression, stone age, etc just start a new game press F1 and type "dm" Enter. Then press Esc and change the day to day 57 or 64. You will be a brand new level 1 character with nothing, but the enemies will be stronger and the loot will be better right off the bat. You may even skip the Stone Age all together. You will even have 7 days until your first Bloodmoon.
    2 points
  39. If you all could grab a screenshot of your configurations and share them we'll look into it
    2 points
  40. Wanted to do something that would fit with my town set, be somewhat industrial, and not a utility. I came up with the idea of an appliance repair shop. A great POI for people looking for parts. Be careful in the garage. https://drive.google.com/file/d/1SmTIjY9X7-UWyzybZwPnsKgTh7ma0_mT/view?usp=sharing I noticed one glitch while testing where several sleepers died instantly when activating a quest, though it only happened once. Some pics:
    2 points
  41. Newbie here too glad to be part of the community
    2 points
  42. Take a look in windows.xml lines 24 through 27 they have comments for what to do.
    2 points
  43. It's similar to people saying "not gonna lie". That implies that they lie by default when they don't say this.
    2 points
  44. I guess you maxed out something on your character. It's a start! ๐Ÿ˜ƒ
    2 points
  45. If you reduce loot to some tools and weapons you already lost the bigger view because you concentrated on something you as a player should ignore if you want to immerse yourself into the game world. I loot all the time in early game because my prioirites are to feed myself and start getting resources and mods and books. The devs seems to think the current situation isn't optimal as well, AFAIK loot tables are getting a makeover and there definitely will be the choice to raid other biomes for better loot (tables) I consider the current loot tables too strict as well
    2 points
  46. This is not a bug or an issue. This is precisely because you set the loot to 300%. Increasing the loot % does not increase you chance of finding items. It increases the quantity of items in stacks. So at 100% loot, if there is a chance for a book to drop, you get 1 book. Set to 200% you get 2, and 300% you get 3. To fix the "issue" set your loot back at 100%.
    2 points
  47. Sounds like a cookie-cutter speech to me... Jokes aside, I sent a PM with a similar request to Roland some time ago, but my reason was that flowers feel too "feminine" as a reaction, if you know what I mean... I'd rather have (e.g.) a fist/hand on heart icon or something. But as Adam said... not life and death lol
    1 point
  48. I am guessing this is directed at me? Nah, I just would not have lost my chemistry station, because I would not have had an extra station to craft that does not act like a normal voxel(?). Was just annoying because I have had really bad luck with loot in that world, and was looking forward to using it. Then it died in front of me. Although it was also kinda funny. More annoying at the time... more funny as time passes. Pretty sure the simplified system will have a similar progression to what we have now, just it will be gated by upgrades, similar to the
    1 point
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