sheol13 Posted July 4 Share Posted July 4 On 7/3/2024 at 5:27 PM, a_jp said: sorry. Could you please tell me how to update multiserver to b312? I was able to change to b309 a few days ago. Even if you follow the same steps I'm still using b309 for now. app_update 294420 -beta latest_experimental Is this wrong? I also encountered the same problem. After updating 7dtd to the latest version using steamcmd on ubuntu, the path setting doesn't work for some reason and it is placed in the default "/home/xxx/Steam/steamapp/comon/7 Days to Die Dedicated Server". I have confirmed that the latest "b313" works when started in the above directory. If you want to maintain the world, you need to carry xml etc. 1 Link to comment Share on other sites More sharing options...
HB_H4wk Posted July 4 Share Posted July 4 Are there still issues with switches not working? Link to comment Share on other sites More sharing options...
Wasted_Elmo Posted July 4 Share Posted July 4 its been a while since i posted on here since the wipe and i been an A12 player where jars were a thing to make and have when collecting water that and the dew collector which wasnt an issue since it didnt require a filter (which still dont give you clean water) but i figure with all the mechs into whats up is it possible to get running source water from houses upon either fixing a broken generator attached to it or something as apart from having the concept of adapting a building to fortify and call your own just thought but i do miss some of the mechs tho i like the new theme just need a bit more on how to get a reliable source of getting water then finding murky water get the runs going to the trader to get the golden tea would be nice to get a source of water get the runs and forget we even knew the trader for the tea would be nice to use the toilet for relaxation points lol 1 Link to comment Share on other sites More sharing options...
meganoth Posted July 4 Share Posted July 4 4 hours ago, sheol13 said: I also encountered the same problem. After updating 7dtd to the latest version using steamcmd on ubuntu, the path setting doesn't work for some reason and it is placed in the default "/home/xxx/Steam/steamapp/comon/7 Days to Die Dedicated Server". I have confirmed that the latest "b313" works when started in the above directory. If you want to maintain the world, you need to carry xml etc. Have you set the install path BEFORE login ? If not, then that may be the reason the path setting was ignored. Some months ago the order was switched 1 Link to comment Share on other sites More sharing options...
Riamus Posted July 5 Share Posted July 5 10 hours ago, HB_H4wk said: Are there still issues with switches not working? They said that should be fixed. I haven't experienced it yet in 1.0, but I'm only just starting tier 4 quests. Link to comment Share on other sites More sharing options...
sheol13 Posted July 5 Share Posted July 5 10 hours ago, meganoth said: Have you set the install path BEFORE login ? If not, then that may be the reason the path setting was ignored. Some months ago the order was switched Yes, I set the installation path before logging in. I restarted ubuntu and tried twice, but the installation destination did not change. Maybe it will change if I reinstall 7dtd, but I haven't been able to try it because I needed to resolve it as soon as possible. Link to comment Share on other sites More sharing options...
meganoth Posted July 5 Share Posted July 5 (edited) 2 hours ago, sheol13 said: Yes, I set the installation path before logging in. I restarted ubuntu and tried twice, but the installation destination did not change. Maybe it will change if I reinstall 7dtd, but I haven't been able to try it because I needed to resolve it as soon as possible. You could change into the steam log directory and grep for your path. If the path is in your home dir, search for the name of the home dir instead (if it is "/home/xxx/...", use "grep xxx *" or "grep home/xxx *"). If there are problems with the specific path you will immediately find them and they might tell you why steam can't use it. Alternatively "grep -i error *" may find something interesting as well. Edited July 5 by meganoth (see edit history) Link to comment Share on other sites More sharing options...
HB_H4wk Posted July 5 Share Posted July 5 13 hours ago, Riamus said: They said that should be fixed. I haven't experienced it yet in 1.0, but I'm only just starting tier 4 quests. I had a friend join me to do a test run on a prefab I created in the Playtest mode of the prefab editor and he was unable to open any of them. Not sure maybe it's something to do with the editor. Link to comment Share on other sites More sharing options...
Riamus Posted July 5 Share Posted July 5 2 minutes ago, HB_H4wk said: I had a friend join me to do a test run on a prefab I created in the Playtest mode of the prefab editor and he was unable to open any of them. Not sure maybe it's something to do with the editor. Did they download the POI? If they don't have the POI, then buttons will not work. That isn't the bug that was being fixed. The bug was for vanilla POI where buttons just "randomly" don't work. 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted July 7 Share Posted July 7 On 7/3/2024 at 11:51 AM, meganoth said: You missed that workbenches can be crafted from day 1. Yeah if you are lucky and get 10 forged ahead books. The level unlock is pretty low for the workbench. On the other hand, you can actually go do an Intellect playthrough and be very unlucky and don't gather enough forged ahead magazines until Day 8. Not sure how that happened to me, but it did 😀 No complaints though as I like a challenge. It just meant waiting a bit longer to craft my NERD armor 😁 Link to comment Share on other sites More sharing options...
Riamus Posted July 7 Share Posted July 7 (edited) 49 minutes ago, BFT2020 said: Yeah if you are lucky and get 10 forged ahead books. The level unlock is pretty low for the workbench. On the other hand, you can actually go do an Intellect playthrough and be very unlucky and don't gather enough forged ahead magazines until Day 8. Not sure how that happened to me, but it did 😀 No complaints though as I like a challenge. It just meant waiting a bit longer to craft my NERD armor 😁 Heh. In my current game, I found two vehicle magazines on my way to the trader at the beginning of the game and proceeded to keep finding them and unlock bicycle crafting by the middle of day 2 (2 hour days) yet only found 2 forge ahead magazines so I didn't have a workbench to craft one. I even found handlebars. If I had found a chassis, I could have crafted a bicycle before the end of day 2. Lol. Never had that happen before. I will haven't found enough to unlock workbenches by day 5. I could buy them, but I won't buy magazines. Edited July 7 by Riamus (see edit history) 1 Link to comment Share on other sites More sharing options...
FramFramson Posted July 8 Share Posted July 8 18 hours ago, Riamus said: Heh. In my current game, I found two vehicle magazines on my way to the trader at the beginning of the game and proceeded to keep finding them and unlock bicycle crafting by the middle of day 2 (2 hour days) yet only found 2 forge ahead magazines so I didn't have a workbench to craft one. I even found handlebars. If I had found a chassis, I could have crafted a bicycle before the end of day 2. Lol. Never had that happen before. I will haven't found enough to unlock workbenches by day 5. I could buy them, but I won't buy magazines. Wait, I thought workbenches are unlocked by default now? That's what Meganoth mentioned? Link to comment Share on other sites More sharing options...
meganoth Posted July 8 Share Posted July 8 22 minutes ago, FramFramson said: Wait, I thought workbenches are unlocked by default now? That's what Meganoth mentioned? Weeell. One of my co-op players told me that when I found out I could already build workbenches without having seen any message. I didn't check at the time and never were on the gaming PC when it occured to me I should check that. I finally did check on saturday and found out it wasn't really instant. Though to me as a player it was this time 😉 2 Link to comment Share on other sites More sharing options...
FramFramson Posted July 8 Share Posted July 8 22 minutes ago, meganoth said: Weeell. One of my co-op players told me that when I found out I could already build workbenches without having seen any message. I didn't check at the time and never were on the gaming PC when it occured to me I should check that. I finally did check on saturday and found out it wasn't really instant. Though to me as a player it was this time 😉 whoopsies! Link to comment Share on other sites More sharing options...
Riamus Posted July 8 Share Posted July 8 Yeah, it's unlocked at 10 points. Link to comment Share on other sites More sharing options...
Doge Posted July 9 Share Posted July 9 I wonder when you guys will add the new barbed wire model as a craftable item? It's already in the game and can even be picked from the sandbox menu. Instead, you guys chose to change that ugly piece of wood to a less ugly model. I hope you guys change this model or at least add it as a stronger version? Link to comment Share on other sites More sharing options...
HB_H4wk Posted July 9 Share Posted July 9 Trader Bob's voice just doesn't sound right.... 2 Link to comment Share on other sites More sharing options...
Thaledwyn Posted July 9 Share Posted July 9 (edited) 5 hours ago, HB_H4wk said: Trader Bob's voice just doesn't sound right.... Yep, Bob and Joel sound "weird", but Hugh is ok. Oh and just curious: Are there any plans for separate sledgehammer perk books? Edited July 9 by Thaledwyn (see edit history) Link to comment Share on other sites More sharing options...
FramFramson Posted July 10 Share Posted July 10 12 hours ago, Thaledwyn said: Yep, Bob and Joel sound "weird", but Hugh is ok. Oh and just curious: Are there any plans for separate sledgehammer perk books? That's funny. I think Bob sounds fine and Joel sounds a bit weird, but hey, we were all used to the old voices. Not a big deal, just a funny ol thing. Link to comment Share on other sites More sharing options...
Kosmic Kerman Posted July 11 Share Posted July 11 (edited) On 7/9/2024 at 1:15 AM, Doge said: I wonder when you guys will add the new barbed wire model as a craftable item? It's already in the game and can even be picked from the sandbox menu. Instead, you guys chose to change that ugly piece of wood to a less ugly model. I hope you guys change this model or at least add it as a stronger version? If you are referring to the barbed wire spindle, I think the answer is probably never. That block was designed for decorating POIs not for players to use for building horde bases. If it was craftable people would just line the walls and/or floors of kill corridors with it to slow zombies as was done when the flat barbwire was craftable. TFP's past decisions to remove the conical log spikes and the flat barbwire from the crafting menu would suggest they don't want to encourage that type of game play. Of course it's always available in the creative menu if you want to use it for deco purposes or otherwise. Or you could probably make it craftable yourself with a little modlet. Edited July 11 by Kosmic Kerman (see edit history) Link to comment Share on other sites More sharing options...
Doge Posted September 14 Share Posted September 14 On 7/11/2024 at 1:11 PM, Kosmic Kerman said: If you are referring to the barbed wire spindle, I think the answer is probably never. That block was designed for decorating POIs not for players to use for building horde bases. If it was craftable people would just line the walls and/or floors of kill corridors with it to slow zombies as was done when the flat barbwire was craftable. TFP's past decisions to remove the conical log spikes and the flat barbwire from the crafting menu would suggest they don't want to encourage that type of game play. Of course it's always available in the creative menu if you want to use it for deco purposes or otherwise. Or you could probably make it craftable yourself with a little modlet. It doesn't make sense, just replace the ugly barbed wire with this or make a new model based on what's already in the game. People already use spike traps to damage and slow down zombies, so I don't see a problem with that. I'm asking for a visual improvement, not something that will impact gameplay. I think you missunderstod my point Link to comment Share on other sites More sharing options...
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