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About Me




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  1. Features Play 7D2D as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell casting elemental spells of Fire, Ice and Lightning. Unique animations, art, effects and sounds for spells and items Pure Spellcaster playstyle Spellcrafting: 5 unique abilities for each unique spell Spell Ammo Crafting: Fire, Ice, Lightning, Omni Alchemy Crafting: Potions, Elixirs, Potion Bombs Armor Crafting: Fire, Ice, Lightning Armor Sets Rune Crafting: Fire, Ice, Lightning Rune Mods Spell Weapon Abilities: primary, secondary, passive, charge New Attribute: Sorcery New Dual Skill Tree and Perks Fire, Ice, Lightning Mastery: learn how to craft and augment spells Spellcast Mastery: primary, secondary, passive and charge abilities Rune Mastery: harness the power of Runes to augment your spells Essence Mastery: demystify and awaken the elemental essence of the world to extract and craft spells and weapons with essence. Fire, Ice, Lightning Spells: upgrade each spell with five alterations Latest Version: 0.85 - The Awakening Sorcery, The Awakening (v0.85) is now LIVE and FULLY PLAYABLE! Download Sorcery MANUAL: Modlet, Pure XML You install Sorcery just as you would any other pure XML Modlet. However, I cannot stress enough how horrible your experience will be (no text in-game) if you do not follow these steps of adding the (Localization Text😞 LAUNCHER: Mod, SDX Sorcery is fully integrated into the 7D2D Mod Launcher, as an SDX Mod, with automatic Localization handling... praise The Gods (and @sphereii)! 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: Credit TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. Supporters make ongoing development possible! Sorcery A19 / Future Updates A vanilla game bug is present in A18.x that prevents Sorcery from being updated. This has been reported and confirmed to be fixed in A19: onSelfEquip Bug Details Sorcery A19 development has officially begun with the release of A19 Experimental and is set to release Early August! Two workarounds for the nasty bug have are discovered AND some Runes will be maintained. There is A LOT in the works for Sorcery A19+, including dedicated Perk Trees for EACH ELEMENT! If you like Sorcery, join the ranks of Patreon Supporters to help keep Sorcery development going strong into A19: Support Sorcery Development
  2. Game Version: A19 B-178 Platform: PC OS/Version: Windows CPU Model: intel i7-8550u System Memory: 16 GB GPU Model and VRAM: Geforce RTX 2070 8 GB Screen Resolution: 1920*1080 Video Settings: Medium Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: I have been trying to get the "Dirty Larry achievement" to unlock in steam, but have been unable to get it to unlock. The instructions for the achievement (when it is finally unlocked) say kill 44 zombies with a .44 Magnum. Detailed steps to reproduce the bug: 1) I attempted to unlock the achievement through normal gameplay (just using the magnum) after at least 150+ kills, the achievement was still locked. 2) I started a new world, with a new profile in game, and attempted to unlock the achievement once again (still no success) 3) Actual result: (description of what is occurring) The achievement is not registering in steam, and will not unlock when the criteria is met in game. I ran into this issue in A18 when the "Place and upgrade a wood frame" achievement did not unlock. Eventually, after a certain patch the achievement was unlocked. Expected result: (what you expect to occur) The Achievement should unlock, given that I am connected to steam and online (which I have verified is the case!)
  3. 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!
  4. I have found many POI packs and singles that I just want to be included in the mixer for Nitrogen created maps. I have no idea how to do it. All i want is a19 vanilla Poi and whatever i add prefab wise. I am not exactly adept to this at all aside from just adding mods to the mod folder So if you know, can you give explicit step by step instructions please
  5. Does deep Cuts and Flurry of Blows in Agility affect the steel knuckles?
  6. 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/
  7. Hey gamers...love this game...started a warrior mode horde every night playthrough. Beginning vids kinda suck but I feel like their coming together now. Heres a link for my latest. https://www.youtube.com/watch?v=4HmchrMuf8M I'm sick of seeing YouTubers with 2hr days on default settings so figured I'd share this.
  8. Just wondering, me and the wife play 7D2D together and I'm always the builder/mining and she scavengers/farming. This playstyle suits us and we have loved playing 7D2D over the last few years but when it comes to Horde night I seem to power level while she doesn't (even knowing we have shared EXP) I believe its because I have maxed out the 'Advanced Engineering' skill. So my question is When it comes to electronic traps who gets the EXP when the kill - The Person who PLACES the Electric Trap down? - The Person who MAKES the Electronic Trap? - The Person who RUNS ELECTRICITY to the Electronic Trap? She has put enough points in 'Advanced Engineering' to get the initial 20% EXP bonus but never seems to gain EXP on horde night. Also is there anyway to get EXP from spike trap kills?
  9. I am currently working on custom city build composed of many prefabs. I would like to know if other people are interested in that kind of project. If peoples likes the idea I could release the map on a dropbox link when the stable alpha 19 version will arrive. I would also be in consideration of making a team that i could work with on the project. that is if the project itself grows in the community interest of course
  10. Hello, I have been trying to start a dedicated server for A19. When I have SteamNetworking disabled, 7DTD shows ‘connection timed out’. When I remove SteamNetworking, i.e enable it, then 7DTD goes through the connection process, but after initialising the world, the server cuts connection. (Could be Steam itself). I didn’t have this issue in A18.4, and didnt have to enable SteamNetworking. I have Ports Forwarded correctly, and could use my No-IP address and External IP to connect. Any help would be great! I will post a log here shortly. Output file from 7DTD Game output_log__2020-07-01__17-38-40.txt Output file from 7DTD server output_log_dedi__2020-07-01__17-36-01.txt
  11. I just started A19 experimental with a buddy, and I have been noticing that we get way more run-ins than we usually do- that is, wandering zombies or wolves that spawn outside of buildings coming inside the building straight to where we are. I first noticed it when we were on the second level of a factory and a dire wolf came out of nowhere. I went to test this more in single player (this time in scavenger mode, because yes, I am wimp). While sneaking through a fire station, on two separate occasions a zombie from outside started bashing on the walls to get to me. When I left the building, it tracked me and came around to meet me. I had been stealth killing everyone inside, so there is no way it would have been alerted by noise. I don't understand what may be tripping off their tracking. Could this be a bug? I suppose it might a possibility that I need to put points into sneak to stop alerting every non-sleeping zombie with the clap of my dummy thicc @%$*#! cheeks. Any advice on how to handle this would be appreciated.
  12. The Quest to clear an area was my favourite but I noticed the higher tier ones are extremely slow to complete. Even in A19, the latest build using the new waypoint system on the compass still doesn't show where exactly the zeds are, only the ones that have woken up . It's more so the larger structures that i'm spending hours in trying to find the last few zeds that are hiding. I should be able to walk in, shoot up the place and wake everyone up on that floor. I understand the sleeper zeds are there to scare you when you get close, which is nice, but why not have them not count towards the quest and just have that building overrun by a horde of zeds that are marked on your compass. It's your job to clear them out. The sleepers are just an added difficulty that don't have to all be eliminated. But yea the bigger factories that has multiple floors have become too long to clear out, it's like playing hide and seek. Sneaking can always be an option when you first enter but once you feel like you combed through the place, i'm spending more time looking for the stragglers than I am having fun killing zeds. A19 did improve though to at least show you where the zeds are awake. I hope this can be looked into.
  13. Hey All,I've added the guy to the "ally" and "party" list, he accepted and all. But still, he was not able to open my "locked" doors and storage. Of course, I could "unlock" the doors for his use, but then, any player could invade my home. Is there a way for allies to freely use the doors and storage I own, without using passcodes?I heard there is a friend-list where you can add someone, isn't that the same as to add as "ally"?Thanks in Advance
  14. (Edit: The one image got cut off a bit but you can still see my problem) Hi there. Im new to the game and just got through a pretty brutal bloodmoon. So zombies poked a few holes in the military base I was fortifying as a setup. I cant seem to find any block that perfectly fits this hole and have went through all of the options that a wood frame block can give you and none fit it. Likewise on another server I have been trying to fill in some existing holes in the a wall and cannot find any wooden frame blocks that will fit this wall because the wall is centralized. I really enjoy this game but finding just the right block shape has really been an infuriating experience since I was having a blast with finding structures and fortifying them. It would be really disappointing to hear that these blocks are unobtainable to the player. (
  15. Game quit unexpectedly. Upon attempting to re-start, after selecting Continue Game, got the following message: "Starting the server failed. Probably another program is already using one of the game ports 26900/TCP, 26900/UDP, 26901/UDP, 26902/UDP)." I deleted saved game (sigh....) and tried New Game. I'm getting same message and can't get past it to play. Help!?! Playing A19 on iMac. Never mind..... The old standby, Restart, fixed problem. 76 years old, I'm losing it.....
  16. as of alpha 19 for all of us who've played it so far we've all realized gun parts are not easy to come by. the only two ways to get a sufficient amount of weapon parts to craft a decent weapon to loot more then a couple POI's or search all the traders every 3-4 days in-game. my simple suggestion is that "bring back craftable weapon parts". one clear way that this can be accomplished with in a reasonable manner. Add back in the tool and die set and make a tool location spot inside of the workbench. much like how the forge has three spots for the bellows, anvil, and crucible. with every type of weapon part. they can be unlock viva two ways. Option 1: rank 1-3 of that gun/weapon perk OR Option 2: find the schematic if your not perked into that class. I'll leave the Material costs / Requirements to the Fun Pimps and hopefully they could bring some balance to this idea. but, before I leave this here for the community to input on this idea here is and example. (Different Types of Weapon parts will have Different Material Costs/Requirements) Rifle Parts 3 Springs 5 Forge Iron 4 Mechanical Parts 2 Glue (NOTE: This is an idea for base game content not modded content. so modder's please do not advertise your mod here.)
  17. Hello survivors! I am currently hosting a 7D2D dedicated server 24/7 that anyone is welcome to join. Please note that this server is a safe space (hate, trolling, etc. will result in permaban) but swearing, etc. is typical and 100% accepted. If you have any questions about my admin policies or anything else, please ask below. The server is PvE but killing strangers is enabled so that players may PvP if both parties consent. Just ask if it's ok to engage in PvP and if you get a "yes", go for it. Otherwise players have been playing in the same party. You are welcome to join and play in our party or set off on your own PvE adventure in any case. Name: Goat Wranglers Casual PvE Game Version: Alpha 19 latest_experimental IP: Port: 26900 PW: None EAC: Enabled Mods: None but "modded" due to non-default serverconfig.xml settings. Modded Settings (serverconfig): 3x Loot, 10 Day Loot Respawn, 3x XP, Difficulty 3, Marked Airdrops Every 3 Days, Never Drop Anything, Shared Kills 10km, Kill Strangers
  18. Every time I run 7 Days To Die, after a couple seconds my PC would disconnect the WiFi instantaneously and it would take me a couple of seconds to reconnect back.
  19. I've noticed that many, myself included, have issues with select zombies; for some, it's the demo zombies, others hate spider zombies, I hate vultures, etc. I'm wondering if it would be possible to add an option in the world builder that would let you disable select zombies from spawning in the game world instead of modding them out.
  20. I do not know English very well. There may be errors in the text. Thank you for your understanding. The first time I saw the trailer for this game, I immediately realized that this is a great game that combines what I really love. Survival, crafting, zombies, destructible, and well-implemented Horde. I don’t know whether you agree with me or not whether the developers of the game will read it or not. But I believe that at the moment there are a lot of unworked things in the game. I want to write a list of things that could be changed and improved. General 1.I really like the buildings in this game. They turn out to be very interesting and very realistic. But after a certain point in the game, you realize that there are not so many large and interesting places on the map and this is a little frustrating. The developers said that the creation of new buildings takes a lot of time. As for me - it is quite possible to make a competition for the best buildings of various sizes and gradually add them to the game. This will facilitate the work of developers and enable the community to prove themselves. 2.Temperature and Weather. The character essentially ignores snow, rain or thunder. It is not right. If the character gets wet, then he must get sick. It is quite hard to move in the snow. And in a thunderstorm it is better not to go into open spaces at all. Thanks to the good interval between the weather - I think it will fit perfectly into the world. 3.Biomes. Perfectly implemented in the game. But I would like to see the expansion of the scorched forest and as a complement the radiation wasteland. This would add the need for a radiation suit. As an option - the coastal zone. 4.Brass. I understand that this is an alloy, but I think that if a player can get steel, then he should not have problems with the melting of brass. In theory, you can add copper and tin as ore. This will expand the gameplay and give the Strength class more meaning. Also, in theory, it will be possible to add bronze tools and the ability to create electrics and mechanical parts. Slowly, costly, in stages. 5.Loot With this, the most interesting. Of course, I can understand everything, but how I find the AK-47 and camouflage clothing in the houses is not very clear. On an ideological level, loot should be where it should be. Military loot at the bases. Civil loot in homes. Loot from stores to stores. This does not apply to special loot chests. Just what's the point of going somewhere far if you can farm cool weapons from ordinary houses or am I wrong? 6. Recently, developers said that they will introduce an animation of grabbing from zombies. I really hope that they learn to work and jaw. I think it will be interesting if you try to grab, hit, bite and shoot at the same time. 6. Recently, developers said that they will introduce an animation of grabbing from zombies. I really hope that they learn to work and jaw. I think it will be interesting if you try to grab, hit, bite and shoot at the same time. 6. Recently, developers said that they will introduce an animation of grabbing from zombies. I really hope that they learn to work and jaw. I think it will be interesting if you try to grab, hit, bite and shoot at the same time. 6. Recently, developers said that they will introduce an animation of grabbing from zombies. I really hope that they learn to work and jaw. I think it will be interesting if you try to grab, hit, bite and shoot at the same time. 7. The appearance of a zombie. Should we expect updates from some other dead friends? The cop, soldier and feral think I have not abandoned the quality model, either. The Character At the time of Alpha 19, in my opinion, all skills are fairly well balanced and useful. Except one. The leader’s perk from the intelligence branch is simply useless. Yes, it gives bonuses. But only to players nearby. I think it can be fixed very simply. Make it a bonus that works for all the people in YOUR team. And yes, it really will mean that it is YOU Leader. Options for quick folding and important slots are sorely lacking. Possibility of dodging / jumping. This will allow the player to dodge strikes or break into him in an unexpected encounter with a zombie or in battle. IDLE, interaction animation, gestures for the character With some settings, the character’s nose and beard begin to peek through clothing or armor. It's a bit strange. Drop Damage Bonus? Or the opportunity to glance at the dead man - to overturn him and soften the fall. Book for heavy weapons. (I like the hammer) Weapons A new weapon for the Fortitude class is the Shield. Tier 1 - Wooden club and hammered shield. Tier 2 - Scrap metal short sword and shield. Tier 3 - Steel sword and shield. LMB - short cut RMB - block. reduces damage taken by the player. Spends stamina to absorb shock. Automatic crossbow with a clip like a Tier 3. Tier 3 for robotic guns. Double barrel and better. Drone Scout for the intellectual. It is controlled by the player who launched it. Armed with weak weapons, but small and convenient to inspect the building \ terrain. Other The ability to tame animals for keeping and breeding? One could safely breed pigs, cows, hens and sheep. Horses. Horses, like animals that a player can tame, saddle and shoot \ beat with them. It would be useful for the initial stage of the game, when the player cannot even create a bicycle. That's all for today. Gather my thoughts and supplement later. Thank you for your attention.
  21. hi there, my name is Siniestro (its not really my name)...i did localizations for several "g play" apps and some other minor games like minecraft... and the spanish translation on this game is one of the worst localizations i've ever seen, it seems that this game was translated using google translate (and i think that this is actually true) is there a project somewhere i can join to try and fix this awfulness? thanks.
  22. My wife and I have been playing a19 together without issues. Hit Day 7 and suddenly her view goes all wonky. If she moves around it will go sideways, upside down, all around. This seems to persist until she dies (which really frustrates her) or logs out/logs back in. It has now happened 3 different times all on day 7, at different locations and doing different things. We have never seen this before, but it caused us to stop playing and now she won't play until we can figure out a fix so it won't happen again. Anyone seen this before, or know what can cause it? A screenshot is seen here with one view, but if she moved, it would flip the other way or upside down, and keep her unable to look around or really protect herself. Between this and my lost backpack (filled with goods to sell) not spawning where it was meant to be (logs don't show it destroyed), she is quite frustrated this time around, and I don't think these are really a19 bugs, just normal bugs. Thanks!
  23. I host an A19 server and last night the power went out. When I re-opened the dedicated server it rolled back to day 1 and the ground textures have disappeared (so far there are no dirt ground textures or asphalt I don't know what else is missing) the ground is still there, it can be dug up, you just can't see it. Attached is an image, this was what it looked like before I updated to the latest experimental (I have the server set to latest experimental, yes I know expect bugs), but updating to the latest didn't solve the issue either(A19 b157 as opposed to A19 b154) Is there a way to rectify this? Provided are my output logs from the last time the textures worked all the way until the last attempt Client side: output_log__2020-07-07__23-04-05.txt output_log__2020-07-08__08-52-46.txt output_log__2020-07-08__09-07-56.txt output_log__2020-07-08__09-38-35.txt Server side: output_log_dedi__2020-07-06__00-23-12.txt output_log_dedi__2020-07-08__07-15-44.txt output_log_dedi__2020-07-08__09-06-13.txt output_log_dedi__2020-07-08__09-37-02.txt
  24. Hey all reading this! I have made a list with bugs or features. I will put more on list as i play. https://docs.google.com/document/d/1amlxACQFPjunfwq8praY_E6sW2Po5d1kSjy_7tRj8yY/edit?usp=sharing
  25. Good Morning. alpha 19 game is updated in geforce now ????
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