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Survager

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Posts posted by Survager

  1. 8 hours ago, KhaineGB said:

    Why is it, if an "issue" is identified, the go-to resolution is often "Let's just remove it."

     

    Perhaps this decision was made due to the fact that the water in 7 Days To Die will never get fluid, as in MineCraft, due to the fact that it is very expensive for PC resources. And if water can't be turned into water, and infinite water is OP, it makes sense to forbid players to interact with it, so that players do not create holes in it by collecting 500 cans at a time. Do you think this is logical?

  2. 29 minutes ago, A Nice Cup of Tea said:

    This makes the helmet mod that lets you drink murky water without risk much more valuable.

     

    Or have they been removed too?

    I think it will work like this: you can drink murky water from jar and helmet will help, but when you drink from a river with your hand, a helmet will not help ;)

  3. 1 hour ago, Roland said:


    Glue uses pure water now. So build lots of dew collectors to support your glue production. 

    What about the snow. Can we get murky water from snow to make clear water?

    If it is not possible to make water from snow, where will the player use the snow that he gets when he searches for treasures in the winter biome?

  4. Quote
    • Perks now govern the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world

     

    So the chance to find certain magazines will depend on the level of thematic perks, and not on the intensity of the use of some weapons or tools? 😒

     

    It turns out that perks still affect the quality of crafted items and the opening of recipes, at least indirectly? 😏

  5. @madmole @Roland

     

    New skills will only affect the quality and rank of items, as well as the discovery of new recipes?

    Or will these skills also increase the player's ability to use one or another weapon and tool that the player constantly uses?

    For example, now in Alpha 20 and down, if I want to use knives and sniper rifles equally effectively, then I have to buy levels of different attributes, but if I don’t like to use pistols and spears, it turns out that I am partially wasting experience points?

     

    I hope I was able to explain my thought.

  6. I think the zombie mode would be cool... if it was made in the style of Dark Souls.
    You could allow other players in the network game settings to invade your world under the guise of zombies, and for killing a zombie player you could get more experience or better-unique loot that cannot be obtained in another way ) Just thoughts )

  7. On 4/27/2022 at 11:14 PM, faatal said:

    We already allow you to specify a location on the command line for data files, which you could specify in the launcher. You can then place a Mods folder there.

    -UserDataFolder=x:\7DTDData

     

    @faatal can players use this setting for the desktop shortcut that launches the game?
    Thus, it was possible to make several folders with different sets of modifications in the game folder, and make several shortcuts on the desktop with different launch options, which would allow the game to be launched with the desired set of modifications, without having to make a copy of the game folder.

     

    And another question: did I understand correctly that using this command you can specify a new location for storing game saves, screenhots and logs?

  8. 15 hours ago, faatal said:

    It can also be set in the serverconfig.xml file.
    <property name="UserDataFolder" value="absolute path" /> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->

    Will it work the same for single player?

  9. 11 hours ago, Roland said:

    Well, I created a 100% snow biome world and did the tutorial quest. When I placed the campfire I got the message that there was NO TRADER. I opened the quest screen and canceled the tutorial quest and the NO TRADER message disappeared from my screen. I still had earned 4 skill points from doing all the tutorial business other than going to the trader and once I looked around a bit I found a Trader Hugh in the nearest city. 

     

    I made a mod that fixes the "NO TRADER" error for a world with one non-forest biome. 👍

    https://www.nexusmods.com/7daystodie/mods/1833

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