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Deven

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About Deven

  • Birthday 01/01/1972

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  • Location
    Virginia, US
  • Interests
    Astro-Physics, PC Game Programming, Gaming

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  1. You can check out a game currently in beta called Once Human while you wait. It's a great game; not zombies; but similar in nature.
  2. I have not seen these mentioned here so I'll report them now. 7 Days to Die Alpha 20(b238), UL 2.5.35 1) Bug: After doing the initial quest for a vendor all they offer afterwards is buried supplies quests. This happens with all the vendors, every time. New vendors will offer all the types of quests but after I do one the only ones afterwards are buried supply runs. 2) Crashing: After playing for several hours, usually around 6, my client will crash with a memory allocation error. I have 32 GB of ram in my Windows 11 pc. 3) Load times: The load times when choosing to 'Continue game' or 'Load game' are upwards of 3 minutes on a very fast PC. It's an Intel I7-8700 with 32 GB ram and both the game folder and save folder are on a 3rd gen NVME Samsung 870 Pro SSD. Regular 7D2D and other mods load (from the same drive) load in under 30 seconds. Hope that's useful.
  3. Just wanted to say this is my favorite mod for 7 days and a big thanks for taking the time to create and update it for us. I was curious about one thing though. The wrench in game requires the Workshop to fabricate however the workshop requires a wrench for both researching and crafting while the hammer can be made in the forge. I was wondering if the wrench recipe could be moved to the forge as well. That would create a chain of furnace -> forge -> workshop as opposed to hoping you get lucky to find two wrenches in loot or in the store. Thanks again for all your work on this!
  4. Quick question: Is there a way to move the text in the upper right hand of the screen that displays the month and day to the left side of the screen because the client's alpha text is right over it making it hard to decipher? I've looked into the UI config myself but couldn't find it. Thanks in advance!
  5. I can't seem to find the 2.10 patch notes? Anyone have a clue what was changed? - Thanks TARCH26
  6. Deven

    True Survival

    The explanation for this is that individually these items scrap at a percentage of a whole serving. When you scrap many, those percentages are added and you get whatever that is, rounded to the nearest whole number. For example, Brain Matter scraps at .1 of a serving, so you need 5 of them to achieve at .5, which is then rounded up to 1 serving. When you scrap 10 Brain Matter, you have 10 of them at .1 which would also be 1 serving. The game prohibits scrapping amounts that would not at least give you 1 of a resource, which is why you need 5 Brain Matter to even try to scrap them. So it is most efficient to scrap items at the lowest amount necessary to achieve 1 serving, thus utilizing the rounding up as much as possible.
  7. Deven

    True Survival

    Yeah, change those settings as per the instructions on the first page that you can in the standard options.
  8. Deven

    True Survival

    If you want to use the dedicated server and not the P2P option, then yes you need to edit the serverconfig.xml file in the root directory of 7 Days to Die.
  9. Deven

    True Survival

    @JJJ That setting, "maxspawned zombie = 80" is set in the serverconfig.xml found in the root directory of the game. This file is for running the dedicated server and doesn't (to my knowledge) affect games played SP/MP with the client.
  10. Deven

    True Survival

    Great job on the Concrete Sledge balancing.. it feels perfect. About the store shelves - storeShelving01 appears to be the block you edited to allow it to be harvested. Three other shelves 'extend' that initial shelf however do don't appear to inherit the ability to be harvested, so I investigated. I found that if you manually put all the properties of the first shelf into the other 3 they are able to be harvested with the screwdriver. So the code would be like this: <block id="522" name="storeShelving01"> <property name="DescriptionKey" value="furnitureGroupDesc" /> <property name="Material" value="metal" /> <property name="Shape" value="Ext3dModel" /> <property name="Texture" value="293" /> <property name="Mesh" value="models" /> <property name="Model" value="Commercial/store_shelving01" param1="main_mesh" /> <property name="EconomicValue" value="18" /> <property class="RepairItems"> <property name="forgedIron" value="3" /> </property> <drop event="Harvest" name="scrapIron" count="10" /> <drop event="Destroy" count="0" /> <drop event="Harvest" name="scrapIron" count="5,15" tool_category="Disassemble" /> <drop event="Destroy" name="scrapIron" count="1,5" tool_category="Disassemble" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1" /> </block> <block id="523" name="storeShelving01Double"> <property name="DescriptionKey" value="furnitureGroupDesc" /> <property name="Material" value="metal" /> <property name="Shape" value="Ext3dModel" /> <property name="Texture" value="293" /> <property name="Mesh" value="models" /> <property name="Model" value="Commercial/store_shelving01_double" param1="main_mesh" /> <property name="EconomicValue" value="18" /> <property class="RepairItems"> <property name="forgedIron" value="3" /> </property> <drop event="Harvest" name="scrapIron" count="10" /> <drop event="Destroy" count="0" /> <drop event="Harvest" name="scrapIron" count="5,15" tool_category="Disassemble" /> <drop event="Destroy" name="scrapIron" count="1,5" tool_category="Disassemble" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1" /> </block> <block id="524" name="storeShelving01Top"> <property name="DescriptionKey" value="furnitureGroupDesc" /> <property name="Material" value="metal" /> <property name="Shape" value="Ext3dModel" /> <property name="Texture" value="293" /> <property name="Mesh" value="models" /> <property name="Model" value="Commercial/store_shelving01_top" param1="main_mesh" /> <property name="EconomicValue" value="18" /> <property class="RepairItems"> <property name="forgedIron" value="3" /> </property> <drop event="Harvest" name="scrapIron" count="10" /> <drop event="Destroy" count="0" /> <drop event="Harvest" name="scrapIron" count="5,15" tool_category="Disassemble" /> <drop event="Destroy" name="scrapIron" count="1,5" tool_category="Disassemble" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1" /> <property name="StabilitySupport" value="false" /> </block> <block id="525" name="storeShelving01TopDouble"> <property name="DescriptionKey" value="furnitureGroupDesc" /> <property name="Material" value="metal" /> <property name="Shape" value="Ext3dModel" /> <property name="Texture" value="293" /> <property name="Mesh" value="models" /> <property name="Model" value="Commercial/store_shelving01_top_double" param1="main_mesh" /> <property name="EconomicValue" value="18" /> <property class="RepairItems"> <property name="forgedIron" value="3" /> </property> <drop event="Harvest" name="scrapIron" count="10" /> <drop event="Destroy" count="0" /> <drop event="Harvest" name="scrapIron" count="5,15" tool_category="Disassemble" /> <drop event="Destroy" name="scrapIron" count="1,5" tool_category="Disassemble" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1" /> </block> Hope that helps and I not sure why they don't properly extend the initial block. Perhaps it's because it was not a new save? Anyhow, the changes I made allow all of them to be harvested even without having a new game/save.
  11. Deven

    True Survival

    One of the strategies I use when I'm being chased by a fast zed and I'm going to lose out on the stamina battle is to LOOK for a STEEP hill. I've found that you can spam JUMP while running up it and they can't keep up with you, even if you have low stamina
  12. Deven

    True Survival

    People need to realize that if you complete one of the skill training quests that they will get a skill book added to their inventory and if it happens to be full it will drop to the ground. It has happened to me several times with woodworking and concrete quests. I would image the farming quest is similar in the way it give you the next set of skills. TLDR; Be sure you have open inventory space when completing a quest so you don't lose the skillbooks that are often handed out at completion. PS: With a lv 1 concrete sledgehammer I can 1 shot concrete blocks. Not sure if that's the intended behavior but I can tell you I finished the concrete quest stage 2 in about 5 minutes after finding the sledgehammer.
  13. Deven

    True Survival

    I don't see an issue with any of the tools. If you use them for what they're suppose to be used for, they work fine. By adjusting their bonus damage values you make them work on things they shouldn't. I have also spent a lot of hours (over 30 with this release) in game and have never been hurt by a container in any way. I think it's something else that's hurting you. As far as starting classes go, I'll choose Thief everytime, Not only do you get the lockpick gun (which is super handy) but mostly for the awesome passives. Enhanced sneak speed, lower noise generation, faster loot times (cars,safes) not to mention the free treasure hunter skill. The only issue I've encountered is with the food system. Once I lose the 'Good Diet' buff, it seems impossible to get it back, no matter what I eat
  14. Deven

    True Survival

    Any minute change to the quests.xml invalidates all the current quests so I would recommend starting a new game. I found this out when I changed the text on a quest one time because it was missing the quest text and it invalidated all my currently active quests.
  15. Deven

    True Survival

    Plank Quest text fix The Plank quest still has no quest text. I've updated my quest.xml with the old text I added earlier. <!-- Basic Survival 24 - Build Planks /> --> <quest id="quest_BasicSurvival24" group_name_key="quest_BasicSurvival" name_key="Building with Planks" subtitle_key="Building with Wooden Planks" description_key="Buiding or patching up a defensive structure becomes much more viable with large planks. Craft two types of large wooden planks to learn their value in fortifying a base." icon="ui_game_symbol_armor_leather" category_key="quest"> <objective type="Craft" id="1x3Planks" value="1" /> <objective type="Craft" id="2x5Planks" value="1" /> <objective type="BlockPlace" id="1x3Planks" value="1" /> <objective type="BlockPlace" id="2x5Planks" value="1" /> <reward type="Exp" value="400" /> </quest> If anyone wants to update theirs I've included the code I use to replace the default quest code for quest_BasicSurvival24 (plank quest)
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