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  1. Do you find vanilla to be a cake walk with resources being abundant? But you love vanilla and don't want to heavily mod your game that removes that vanilla experience? Then this hardcore vanilla experience mod is for you. Food is a real threat and hard to come by, progression is slowed down a notch, there's a real death penalty, grinding is actually a grind and there's an economy rebalance. Designed for worlds lasting 100+ days and for you to have a challenging time of survival during early and mid-game. Background story: It's the year 2041, 7 years since the zombie outbreak began. You used to belong to a thriving community of survivors. You fell in love with the person of your dreams and they also fell in love with you. But unfortunately, someone got jealous of your new found relationship. And so they set you up and you were found guilty to a serious crime, one which you never committed. And you've been sentenced to 365 days of exile and left for dead in a far-out land, mostly deserted. Luckily for you though, your love interest managed to sneak in some supplies in your backpack before you were knocked out and dumped. The love you have helps you to keep fighting to live another day, someday you hope to see them again and start a new life together once you've served your punishment. You secretly seek revenge on the person who framed you. I play tested on Survivalist difficulty with zombies running during the day, sprint at night, no airdrops, 24 zombies alive during horde night. Unsure how a multiplayer world will play out. List of changes: - Require 25% more XP to level. - Living Off The Land only unlocks seed crafting and makes farm plots cheaper to craft. - You can craft Snowberry seeds (without perk), can be planted on most ground types. Yields 2 berries per harvest. - Lowered ranks of Salvage Operations, Miner 69'er, Motherlode, and Pack Mule to 4 ranks. Huntsman to 2 ranks. - Removed XP penalty when increasing ranks in salvage operations, motherlode and buffs that increase yield. - Adjusted Salvage Operations, increased attack speed and lowered stamina drain. - Removed Hackers Candy. (Harvesting an engine and getting 2 engines made no sense). - Increased wild zombie spawns. Twice the spawns, Triple the respawn rate. - Zombies give 25% less XP. - Animals give ~60%-75% less resources. - You now start with Mineral Water, Steak & Potato, First Aid Bandage, Painkiller, Herbal Antibiotics and a Flashlight. - Dying gives a 40% XP debt and you retain your food level. Gamestage lowers by 5 instead of 2. - You retain all debuffs when dying, including infection. Dying from infection will cure you of infection. - Very hungry and starving has a penalty to stamina regen and movement speed, starving also reduces attributes by one. - Stages of hunger and thirst now increase at 60%, 30% and 10%. - Traders sell price 500%, buy price 10%. Vending machines 150%. - Traders no longer sell Tier 3 weapons, tools and armour. - Barter items: Cigar, Sugar Butts and Awesome Sauce give half their bonus. - Traders restock every 7 days instead of 3. Vending machines restock every 7 days. - Vending machines hold more items to compensate restock frequency. - Harvesting and salvaging gives 60%-75% less resources. - Mining ores resources reduced by 68%, trees by 60%. - Hitting a loose stone gives you 2 stones instead of 1. - Trees take 50% longer and crops take twice as long to grow. - Upgrading blocks cost 20% more. - Increased prices for electrical traps. - Reduced chance to harvest engines and batteries. - Spike traps are cheaper to craft, repair and upgrade. - Rebalanced resources from salvaging safes. - 67% less ammo in loot. - 60%-75% less quantity in loot. - Quest reward ammo and explosives reduced by 40%. - Removed boiled water from loot, 5% chance of dysentery from boiled water. - Food piles less likely to give drinks. - Less medical items in loot, rare even rarer. - Common recipes cost more (Usually 1-3 ingredients affected). - Rebalanced Gunpowder crafting. 750 Coal+Nitrate now crafts 500/750/1000 Gunpowder by Hand/Chemistry/Stack. - Rebalanced Gas and Oil crafting to be less abundant. - Repair Kits also require Oil and Mechanical Part to craft. - Contact grenades has the same recipe as regular grenades. - Added gunpowder to junk turret ammo (batch of 5). - Padded and Scrap armour uses Duct Tape for repairs. - Yucca smoothie keeps you cool in the heat. Sounds logical! - Chainsaw base entity damage doubled from 6 to 12. Did someone say Doomguy? - Balanced canned food prices and food value. - Balanced medical items prices. - Engine and Nailgun scrap for 15 mechanical parts. - Clothing scraps for less cloth and leather. - Reading books and schematics now give XP relative to their economic value. - Lowered Gamestage multiplier from 1.2 to 1.0. How to install: Extract files from the zip and overwrite the files located in C:\SteamLibrary\steamapps\common\7 Days To Die\Data\Config To uninstall: 1) In steam, right-click 7 Days to Die and go to properties. 2) Click the 'Local Files' tab then click 'Verify Integrity of Game Files...' 7 Years to DIE survivor v1.0.rar
  2. I have been wondering over this question for a little while. If stealth is an intended gameplay mechanic with its own build/perks why are the developers of this game deliberately screwing over the stealth builds in their POI design? I mean in particular those auto-agro rooms where everything is waking up and beelining straight to you by a script and not by any action you are doing yourself? This is, ofcourse, not the only indication of particular dislike towards stealth gameplay by whoever is designing the POI's there are also these breaking floors you have to run over or fall into a trap and there is a pile of rubbish practically in every doorway just because. The way I see it it is basically equivalent to giving zombies in a POI a 25% armor penetration when the game detects a strength based player enteering a POI, because reasons. I mean 90% damage reduction and making heads and limbs explode with shotgun/club and no pretense of any kind of stealth, running everywhere cant be the only RIGHT WAY of playing this game, I suppose? The reason can not be, as far as I can see, that otherwise it would be too trivial to beeline straight for the loot, as devs are doing nothing to prevent it otherwise by putting in almost all POI's the loot on the roof and allowing nerd-poling and/or landing on the roof with a gyro, so you do not need to sneak if all you want to do is to pick up the main loot from a POI skipping all other stuff. Nerd-poling, for example, is trivial to prevent and has been done even in fair few mods like, for example, Ravenhearst. All you need is a small delay for block deployment. Stealth gameplay is already penalized enough, as these are wasted perks during the blood moon (stealth does not work) and when clearing POI's the stealth is much slower at it than just running through the POI with sledge/club/shotgun (plus miner 69 to break any door in half the time) and making everything ded. If stealth is deemed such a problem by the developers why not just remove it? Instead of targeting that skilltree specifically in a roundabout way through their POI design?
  3. Hi guys! If you like the food truck, then you can build it. Materials used: Car Wheel Flat - 4pcs Concrete 1/2 Block Trim Split - 6pcs Widow Store One Sided Empty - 4pcs Widow Store Four Sided Empty - 1pcs Commercial Door 2 - 1pcs Metal Stairs - 1pcs Wooden Sign 1m - 1pcs Duct Soft Corner 2 - 1pcs Sidewalk Curb - 1pcs Sign: Shamway Sale - 1pcs Concrete Half Plate - 1pcs Soda Fountain - 1pcs Corr.Metal Ramp Incline Half 1 - 2pcs Industrial Light - 2pcs Cash Register - 1pcs Water Cooler Bootle - 1pcs "Wet Concrete Block" Wet Concrete Corner Round Top -4pcs Wet Concrete Corner Round - 16pcs Wet Concrete Plate (wall 4pcs + ceiling 4pcs) Wet Concrete Block - 4pcs Wet Concrete 1/2 Block - 3pcs "Paint number" 82, 112, 60, 141, 7, 152, 118, 143, 163, 153, 31, 111, 72, 109, 116, 134, 78. (of course paint as you like) Thank you for attention Видео_02-10-2020_131451.mp4
  4. Reading through the treads curiosity came over me, so decided to check my own logs, just to find out they have some errors! Anyone have a clue on what's going wrong here? Specs from log: 2020-10-18T17:31:40 5.105 INF Version: Alpha 19.2 (b4) Compatibility Version: Alpha 19.2, Build: Mac 64 Bit 2020-10-18T17:31:40 5.105 INF System information: 2020-10-18T17:31:40 5.105 INF OS: Mac OS X 10.15.7 2020-10-18T17:31:40 5.106 INF CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (cores: 12) 2020-10-18T17:31:40 5.106 INF RAM: 16384 MB 2020-10-18T17:31:40 5.106 INF GPU: AMD Radeon Pro 555X OpenGL Engine (4096 MB) 2020-10-18T17:31:40 5.106 INF Graphics API: OpenGL 4.1 ATI-3.10.18 (shader level 4.6) Forcing GfxDevice: OpenGL Core GfxDevice: creating device client; threaded=1 Renderer: AMD Radeon Pro 555X OpenGL Engine Vendor: ATI Technologies Inc. Version: 4.1 ATI-3.10.18 Here it seems some 32bit files are missing, but we're running Catalina right? It is 64-bit only. Here something went wrong again.... And I guess my favourite - Shaders!:
  5. This is on the backside of the hospital, and I realize that this is probably part of that POI, but still . . . is this warning the forest critters to maintain a safe speed?
  6. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! SORCERY UPDATED - PUBLIC 10/15 (v0.922) • Major Feature: Pet Familiars (Follow, Attack, Abilities, Upgradeable, Skill Tree) • Major Feature: Spell Turrets (Portable Trap Companion) • Added: Arcane Familiar Pet • Added: Arcane Familiar Skill Tree (Radiant, Healing, Dispelling, Shielding) • Added: Fire Spell Turret + Ammo • Added: Spell Turret Runes (Starcaller, Burning Aura) • Added: Spell Turret Skill Tree (Incinerate, Explosive, Wild, Meteor) • Added: New Scrolls (Essence Find, Augment Hunger, XP, Mining, Logging, Digging) • Added: New Runes (Augment Hunger, XP, Mining, Logging, Digging) • Added: Quests and Skill Grimoires for Familiar, Enchanting, Spell Turret • Added: Unique Rune Crafting Station (enables tabs per Element and interesting Recipes) • Added: Buff XP/Kill Credit workaround for vanilla issues (no more missed kill credit) • Added: Arcane Vision Scroll reveals all nearby Fallen (onscreen icons) • Added: Skill Grimoire Recipes (Ice, Lightning Elixirs) • Added: Fire Skill Elixir permanent Fire Sorcery Damage when consumed at max level • Added: Fire Skill Elixir permanent Fire Essence Harvest when consumed at max level • Fixed: Zero Spirit issue caused by raising/lowering Max Spirit • Fixed: Recall Scroll is more reliable • Changed: Crafting Stations now contain tabs for each Element • Changed: Various improvements (Recipes, QoL) • Changed: Spell Turrets can shoot through bars • Changed: Spell Turrets display degradation stat • Changed: Fire Spell Turret has more maximum durability (less repairing) • Changed: Familiar immune to all Spell Turret damage • Changed: Sorcery Books 📚 stack • Changed: Fire Weapon Scroll affects 🧰 Tools • Changed: Travel Potion ⚗️duration increased ‼️NEW GAME REQUIRED‼️ NOTE: A19.x currently has an issue properly attaching particles to Animals. This forced us to attach certain FX, such as Firenado & Meteor, to entities in an undesirable way that causes a couple visual sores. Doesn't impact gameplay, purely cosmetic. Will be reverted back once A19.x resolves this. YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Sorcery is finally back for A19! You can expect bi-weekly/monthly updates from here out. Download: Sorcery-master.zip (latest version) Unzip: Sorcery-master.zip Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets) Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence! MOD LAUNCHER If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started: PLAY WITH DARKNESS FALLS If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get start CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. 👑Supporters Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery.
  7. So back in 2013-14 you could pick every block and placeable item from the creative menu so when you wanted to nuild houses like that area already on the map or fix destroyed ones you could. But now in 2020 there are more than 2600 blocks and even if I search roof, window, house, pipe, like basic stuff that are houses made of the browser barely helps me. I've spent hours finding materials that are houses made of without success. I'm really this noob or you can't get pre-existing-house materials?
  8. Hello good day. Yesterday a friend gave me this game for steam and I come here because I have a problem. After about 10 or 15 minutes playing the game with 60 fps it suddenly gets stuck and after one or two minutes it takes me out of my friend's server but it does not let me do anything, only after 50 seconds the title wallpaper appears and it does not let me do anything. Is it just a bug in the game or does it just happen to me because I don't meet any of the characteristics? My pc caracteristics :
  9. Ever since the implementation of alpha 19, I have not been able to get my game to save on GeForce now, is anyone else having this problem?
  10. Hello everybody. Maybe someone can tell me how I can install Alpha 18 or 18 etc. via Steam CMD, for example? Many of my players would like to play A16 or A18, but I don't know how to get this version on my root server. I can only install the A19 and the latesexperimental Many thanks for the help.
  11. Z2 is a small side project of mine that I just sat down and started coding the other day. I started with creating a new compass bar and then just went from there, making things up as I progressed along the orange line. The result is what you see in the screenshots below. No external assets were used in the development of this HUD with the exception of the compass bar of course which sparked this whole thing. The compass bar is hosted online(imgur) and that makes this modlet server friendly in the terms that it requires no client downloads unless one opts to use the optional 10 slot tool belt and target health bar patches which will require the clients to download and install DMT modlets. I've not spent a whole lot of time on this modlet yet, and as such I am sure there are both bugs and hopefully minor issues I haven't caught before releasing it. Please make me aware of those with a post in this thread. I prefer not to be sent PM's in this regard. Worktime: 3-4h (initial sketchup) Worktime: 6-7h (fine tuning, touchups, changes) This modlet is coded to be a HUD killer. This means that it can be dropped into an overhaul mod and it will likely kill the overhauls HUD and replace it with Z2. Some adaptation might be needed depending on overhaul features and original HUD complexity. Z2 is currently not scale friendly, due to this it attempts to lock the scale at vanilla values. This might cause issues if added to other mods or modlets that rely on changing the scale to display correctly. This will be rectified in an upcoming version. It's color scheme is also highly customizable through the styles.xml file. So if orange is not your thing, change it there by setting a new R,G,B color code in the correct style entry. This will be further diversified in an upcoming version. Z2 - Showing the HUD and the radial menu. Z2 - Showing the vehicle health and fuel bars. Z2 comes with some optional features that can be used. The reason I made these optional is because they require a higher level of experience when it comes to modding, they require the use of third party tools, they render the client EAC unfriendly and they require clients to download and install the modlets locally. The first optional feature that is available at release is the target health bar which, when installed correctly, enables the target health bar in the games engine and adds some other tweaks by SphereII to further enhance and touch up the bars a little. (DMT patch provided by SphereII) Z2THB no longer requires a DMT patch to work. Simply install it as any other modlet. Z2THB - Showing the target health bar. (Requires client install and DMT patching.) The second optional feature that is available at release is a patch to tweak Z2 to fit if you have a 10 slot tool belt modlet or overhaul installed. Please do note that Z2 itself does not currently come with a 10 slot tool belt DMT patch. Z2TB10 - Showing a 10 slot tool belt. (Requires client install and DMT patching. Also requires a 10 slot tool belt DMT mod/modlet.) To download click on the images below. They pull directly from my github repo. Optionally you can download and install these modlets through SphereII's Mod Launcher (recommended). Install like any other modlet by dropping it into your 7 Days to Die installation folder and making sure that the hierarchy is as follows; "Mods\modname\ModInfo.xml". And as always, do the smart thing and backup saves first. Use at your own risk. This is an initial release and is to be considered a test version. Please post here with any issues that may present themselves. Updates and changes will happen when I get around to it. I will try and touch up this main post with some more fancy graphics and stuff soon Hope you like it!
  12. I have a colleague who swears that since the last couple of alphas, specifically Alpha 15. he's played vanilla and swears that in vanilla, cars respawn. I say he's full of crap. I have played since Alpha 3 and NEVER had an experience where cars respawn without a mod to make it so. I know in certain circumstances a car or few will respawn if you have a quest and wrench and loot the cars then activate the quest, THEN cars will respawn around that POI. But in the wilderness, I have never had cars respawn in ANY alpha. I told him show me the patch notes where this is true. He said Devs don't always put everything in patch notes. I think something of a change of that significance would be in the patch notes. So, do vanilla wilderness cars respawn without a mod?
  13. So i was sneaking arround with my friend on the new update, but i noticed that the sneaking animations were actually (in my opinion) worse than before? I noticed that the player now also has animations for the top part and bottom part of the body, and when sneaking the top part stays normal but the legs crouch down, making for a very weird looking sneaking animation. In the past the characters would also bend their back over to decrease the height even more, would love if that was reimplemented! Or maybe im just the only one who doesnt like the new sneaking animation?
  14. Wanted to share a few pictures of our home base. Took weeks of casual play to finish it. It is a custom map. But no mods. No spawning material. The pinnacle stands 72 meters high. Seven floors; including a gyro hanger with landing/take off strip, a floor of twelve apartments/living quarters, a fabrication floor, 256 farmplots, and a storage floor with named crates for nearly everything in the game. Mostly solar at this point, still some 5 and 6 level solar cells to go. This project took 3 1/2 people - one scavenger and perimeter defense, two miners, and one miner/food prep. The superstructure and skin was built largely by myself; and the interior decoration/walls by another.
  15. Hello guys, I'm playing in a dedicated, vanilla, public server where things always were normal... no issues at all. For some time now (approx. 1 week) whenever I get in to some regions of the map (Nitrogen Created), my character gets very bugged. I cannot interact with chests, containers, anything that is lootable. I cannot open the Trader's inventory, sometimes I fall from the map and return to it after a while. If I'm in a vehicle, I start to hit invisible walls and when I get off the vehicle, it gets teleported to some previous place that I drove over. I can still destroy things, build, manufacture things, etc. It is not a lag issue. I've verified the files in steam a bunch of times. I even have reinstalled the game from scratch. If I get out of the certain parts of the map, 90% of the times the game returns to normality after I logoff and login again. 10% of the times I have to wait for the server to restart. The admin of the server is very friendly and she actually restarted the server a couple of times for me even. But as soon I return to these "cursed areas" of the maps the buggy behavior I described starts again. I appreciate if I can get some tips of what I can do about it (or the admin). Kind Regards and thanks in advance.
  16. Love the game, have around 700 hours since starting playing just before the release of a18(I know, I know, but there was a lot of free time in lockdown if you don't have kids!). Also took me forever to write this as my wrists are still sore from surgery scars this week but it needs to be said before we go too far down the T0 expansion rabbit hole. I really hope by posting here it is considered by Devs, not bundled in to a longer thread. So here goes: Unlike many others I don't mind the slower progression of loot in A19. In a18 you were fully kitted out with badass gear very quickly. Though it would be nice if there was a 1/5000 chance or so to get a level one higher tier item outside your gamestage tier. A better balance for me to solve people's issue with finding stone age stuff in safes etc would have been to find ammo, mods and WEAPON PARTS in better chests/safes/etc. Then top crate looting is still worth it and people who are desperate for a real gun they can put a perk point in to that weapon type and craft it. What I think is a terrible idea is removing the blunderbuss and replacing it with crappy tier 0 guns. The first week or two (subject to leveling speed) of gameplay is a time to get a feel for the horde, be afraid, get used to melee and In a tight spot, blunderbuss some zombies who jump scare you in the face. I like the difference the blunderbuss brings to the game in terms of strategy and playing differently. Ditto picking up basic melee weapons and giving them ago before you get better stuff and settle in to a type or in to easy zombie annihilator Mode. I just don't understand the need for tier 0 guns. It's just pandering to a dumbed down, FPS style game experience, and it makes more of the game more samey. Weaker zombies weaker guns. Stronger zombies stronger guns. Having weapon parts and the rudimentary blunderbuss instead makes the player make choices (do I put that point in pistol crafting so I can have a gun early with these parts I'm finding in safes, or do I go with cardio to run away from the random horde I'm not yet ready to face? Or do I perk in to iron gut so I can spend less time looking for food?) My being able to fashion a rudimentary pistol from day 1 out of old pipes is for me is far more immersion breaking than finding a few stone tools around the place, and even if it weren't I'd solve the stone tools thing as mentioned above with weapons parts (or in other types of crates more springs, mech.parts, food etc etc.) More importantly, it makes the game dumber and makes the gameplay the same throughout. 7d is wonderful because it's different and challenges you to work in different ways/do different things as you progress, and crucially, it makes you make choices. T0 guns seems like the worst of all worlds to me. I do like the sound of some areas being harder and equally more rewarding loot (as planned for a20), and think that could be implemented in conjunction with this solution instead of T0 guns. I would be interested to hear others thoughts on this. I would be thrilled to hear some Devs views on this solution.
  17. so as a thought like loot respawn have location Reset after a while. that way players can be a little more free with Scrapping a place over. like I can deconstruct that office tower but with all the loot locations it may not be worth it since those are gone for good. but if the place respawned them I'm free to tear the place apart
  18. Hey everyone, I've recently started my own YouTube series of 7dtd videos. I was heavily inspired by the likes of Capp00 and Glock9 but with my own style (as I am not nearly as good at the game as either of those guys). As a result, my videos tend to have a more accidental comedic aspect as I get myself into situations that seemed like a good idea...but ultimately weren't. My first series is called "The Long Road" and it involves me trying to survive long enough to build the ultimate Horde Night base. Come marvel at my ineptitude as I throw spears into the wild blue and miss coyotes over and over with a bow. Oh, and I also thought it might be a good idea to get drunk before recording what was supposed to be the first episode in the series. Not a good move. I'll be updating regularly (2-3 times a week on average) so you can always expect new misadventures. Thanks for taking the time to read this and I look forward to seeing you there. My channel: https://www.youtube.com/channel/UCIQej9ZRNXswAVNLOSpei5A/
  19. I was playing on single player on my world for 5 days straight, played last night , today all of a sudden the save file is gone, I tried looking in the files to maybe try to find where the save files are located but I can't find them. Is there any way I can fix this?
  20. Greetings everyone, I am NukularBunny and I've been gaming for around a decade now and becoming a youtuber has always been my dream. I started playing 7 days to die from alpha 16 and I really liked this game. I can't say what exactly but something makes this game totally stands out from the other games. I can't wait for this game to come out of alpha tbh XD. Well enough introductions for now I am starting a brand new alpha 19 gameplay in random gen, and I'm gonna try and upload daily gameplays. I'm not using any mods and I think this is going to be my first proper run that I'm gonna be uploading so for now, I'm not gonna take up any challenges. This is the link to the alpha 19 gameplay series's playlist I've still got a lot to learn about this game, so if you've deciding to check out my videos, I hope you'll also point out my flaws and help me correct them. Thank you.
  21. New Series now that Alpha 19 is stable https://youtu.be/kKqIrwHxh3M
  22. Found some behavior I don't think is intended. I am able to reliably make floating blocks using wooden doors fairly early in the game. Steps to reproduce: Place a wood door Place a block above the door (supported by the door) Break the door (open or closed) The block above the door remains floating as if still supported vertically. I've been able to make entire bases using floating blocks as supports. If demolisher explosions destroy the doors but not the block above, it has the same result. Tested in single player and on server, using different frames (wood, iron, rebar). Only tested on Windows 10. Not tested using other doors. I made a short video showing the bug here
  23. Fail to find more then 23 server if you "idle" for 90 seconds or more in the servers list, or if you refresh the list more then 5 times or if you get kicked from a server due to server rebooting. Closing the game will not solve it. You can't join ANY of the servers on the list, they will all "Connection Timed Out!" Restarting PC, Rebooting Modem/Router, Switching to another connection will NOT fix it. Not an issue with locality. Friends from UK, Turkey, Ukrain, Germany, Hungary, Italy all have this randomly happening to them. Often you have to wait 45 minutes - 2 hours before you are allowed to play multiplayer again. Multiplayer works fine on other games while this is not responding at all. Other games that were working fine: Ark, Space Engineers, Empyrion, Minecraft, Borderlands 1 2 Presequel 3, Path of Exile, Trackmania, HL2DM, Portal2 and many more. Even if I fully disable firewall it doesn't work!
  24. Hey everyone. Sorry to be the new jerk who's first post is a new topic with a plea for help, but...well I'm a new jerk who has need of help & I couldn't find this specific issue in any of the recent threads. You see for the past few months, I've been running a very small dedicated server on the Linux box in my living room. It was pretty straightforward to set up, set up the firewall NAT ports, configure the serverconfig.xml etc & it has been running beautifully, right through the Experimental Alpha 19 updates & the Mario Blocks which showed up if I didn't wipe the world (loved colourful @%$*#!s by the way...a little sad to see them go), but just the last 2 days, none of my friends have been able to find my server in the server list & a direct IP connect fails. I was thinking is was something I'd done (even though I hadn't done anything) & it's working for me locally, but when I tether my phone to my laptop to test, it fails. No server listing, direct IP timeout. I've re-activated my old Minecraft server on the same box to test & it's working perfectly, so...I'm a little confused. Has anyone else noticed that the Server Browser has a VERY short list these days? I've checked all my filters on the Server Browser & it's all "Any". I've restarted the server software & the hardware, but no dice. Does anyone know if the Fun Pimps or Valve have done something with Server ports or the Server Browser? Would love any help. DodgyWitch
  25. Hey, I am currently hosting a community server for my twitch channel. But the more players, the more fun! :) That´s why YOU can also play on my server. It is a PVE Alpha 19 Server on PC. It´s a vanilla server btw ^^. If you want to join my server, join my Discord ((https://discord.gg/S9eYPUZ) and contact me (Feuerwolf100) or CptHodeninfekt. You can also join my twitch stream (https://www.twitch.tv/feuerwolf100) and write "!server" in the chat. Btw. don´t get scared, if i am talking german in my stream. Just say hi and that you speak english and I will continue to stream in english ^^. Hope to see you in my stream or Discord. :D Greetings Feuerwolf100
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