Gen-Eric Posted January 14, 2019 Share Posted January 14, 2019 I am one of those nasty players who don't like the nights of the red moon. Whatever the version of the game, I always preferred to take refuge in high building or ride my bike while waiting for dawn. But I do it because the game allows me to do it. Now, let's imagine something: if, at each red moon, the air became poisoned (continued loss of health) except in the range of the keystone ... we would have to stay close to the keystone and our base. I hope no dev will read that. Nothing would surprise me at this point. A18 7 Days to Zombie Fortnite Link to comment Share on other sites More sharing options...
Hek Harris Posted January 14, 2019 Share Posted January 14, 2019 +1 Jugginator Gen-Eric, I read your review on Steam: I'm surprised you're still on this forum. Nostalgia? For this poisoned night story, I'm sure it would be a great thing and that would make sense of basic defense. Of course, players could turn off the red moon as the devs have talked about it, but at least there would be a real challenge for the others. Just for information, I defended my base on the seventh nights hundreds of times, but today I miss a real constraint to do so. Link to comment Share on other sites More sharing options...
rdunham3 Posted January 14, 2019 Share Posted January 14, 2019 Steam may not always be with us. At least have a backup system so future retro gamers can still use mods. How about if you sell the game somewhere other than steam? Do those players miss out on mods? Case in point: Recently bought Stellaris on sale at gog.com. Recently went looking for mods, found a bunch, but they're all in-Steam only. Non-Steam game has no modding community, or at least nothing for anything anywhere near the current version of the game. Happy to have another non-Steam game in the stable, but now I see I can't put a better saddle on it. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted January 14, 2019 Share Posted January 14, 2019 Case in point: Recently bought Stellaris on sale at gog.com. Recently went looking for mods, found a bunch, but they're all in-Steam only. Non-Steam game has no modding community, or at least nothing for anything anywhere near the current version of the game. Happy to have another non-Steam game in the stable, but now I see I can't put a better saddle on it. Maybe we modders should offer a non steam download in our steam downloads. Maybe other follow this example (is there a provider that allow me to offer downloads and count how many download them ?) Link to comment Share on other sites More sharing options...
Kattla Posted January 14, 2019 Share Posted January 14, 2019 my problem is that if i dont want to build "a Brick" i allready go into the border regions the SI can support. 3 more per pillar = 1 Block less i can use to escape the brick shape Thought you wanted a pillar with destroyed bottom pillar to autocollapse, to reduce the load on the remaining stuff. Used bulletproof glassplate. Hitting a yellow part of the pillar makes that pillar+the glassplate crumble , leaving no excess hanging load on that pillar. Link to comment Share on other sites More sharing options...
Wardronex Posted January 14, 2019 Share Posted January 14, 2019 Case in point: Recently bought Stellaris on sale at gog.com. Recently went looking for mods, found a bunch, but they're all in-Steam only. Non-Steam game has no modding community, or at least nothing for anything anywhere near the current version of the game. Happy to have another non-Steam game in the stable, but now I see I can't put a better saddle on it. If Steam has the game also than all you need to do is find the key and add it to steam and you can then use the workshop etc... If you can not find the key contact the site you bought the game and if they cannot help... You can always get a key from the game creator. You just need proof of purchase...whether it is a E-mail or link to your page on the site where it says you bought the game. I know all of this for a fact as I went through this same process myself Link to comment Share on other sites More sharing options...
crossed Posted January 14, 2019 Share Posted January 14, 2019 For this poisoned night story, I'm sure it would be a great thing and that would make sense of basic defense. Of course, players could turn off the red moon as the devs have talked about it, but at least there would be a real challenge for the others. I like that idea The game Darkwood has a similar mechanic where your base is the only place where the 'red fog' can't get to you, so you have to stay there and defend if from the monsters. I still think some kind of reward would be a better solution to make the players want to deal with the horde. Maybe horde night zombies could have a chance to drop special loot, unique items that you can't get anywhere else, idk... Link to comment Share on other sites More sharing options...
Royal Deluxe Posted January 14, 2019 Share Posted January 14, 2019 Thought you wanted a pillar with destroyed bottom pillar to autocollapse, to reduce the load on the remaining stuff. Used bulletproof glassplate. Hitting a yellow part of the pillar makes that pillar+the glassplate crumble , leaving no excess hanging load on that pillar. [ATTACH=CONFIG]27130[/ATTACH] yeaa that look more like what i search. So at least for pillars its a sollution. But for massive bases i thought about something like this But that is a uncomplete idea i need to work more on. The idea is simply that every pillar can collapse by itself without adding extraweight to the floorplate Link to comment Share on other sites More sharing options...
Star69 Posted January 14, 2019 Share Posted January 14, 2019 On the whole getting mod files pushed, I can explain how games running Unreal Engine do it. You can have the game server push all mod files but it's extremely slow, slow process if the files are large. So what they did was create a tool to compress all files including large custom maps. You then put those files on a 'redirect server' that sent the compressed files to the player, the game engine then decompressed and installed each file into the correct folder. Unreal hosted their version of a redirect server and allowed anyone to put their modded files there or you could rent a server, etc. Unreal never looked into/worried about modded files, copyright, etc. Many many had nudity, pornography etc. So this issue about copyright, assets, etc is not part of the picture as far as unreal engine goes. I don't know anything about Unity so don't know if it has that kind of capability to use and deal with compressed files and redirect servers. If it does, it makes getting mods to players a breeze. No player has to go find mods....unless the server is configured wrong or the redirect goes down. Link to comment Share on other sites More sharing options...
stasis78 Posted January 14, 2019 Share Posted January 14, 2019 Selling outside of steam is a huge can of worms and I really hope TFP is focused on finishing the game and not trying to cater to a few people that don’t want to use steam... Link to comment Share on other sites More sharing options...
Star69 Posted January 14, 2019 Share Posted January 14, 2019 It isn't selling outside of Steam though. Current steam games, Killing Floor 1 & 2, are Uneal Engine games. Mods and mod files are handled just as I posted about. Mods for steam games do not need to come through Steam itself. I own and play both of those games so know that the mods are not through Steam. Link to comment Share on other sites More sharing options...
wolfbain5 Posted January 14, 2019 Share Posted January 14, 2019 when can we get the save feature on the world editor fixed? at least this way if we dont like the way some of the RWG come out, we can go in and fix the map ourselves. Link to comment Share on other sites More sharing options...
Bifferd Posted January 15, 2019 Share Posted January 15, 2019 I should of said "high priority" bugs or features. Improving RWG is a high priority for him. Thanks faatal for the response. One of the things that I love about TFP staff is your willingness to respond to people. Please don't forget stop posting replies and keep up the good work. Link to comment Share on other sites More sharing options...
FileMachete Posted January 15, 2019 Share Posted January 15, 2019 # No, no glue but sturdy block. Gate I need a block with no (or under 10) glue value that is not pickupable and has over 1000 HP Cant find anything sensefull I'm not sure I understood what you're after fully. Apologies if I got something backwards. Made a quick and dirty modlet to add a centered I-beam that won't support a block on it's sides. But supports weight of blocks above it. And if stacked say 5 tall and the middle one is destroyed then the 2 above also fall; so nothing left 'sticking' to the underside. Posted the contents of the files over in Mods/Discussions; https://7daystodie.com/forums/showthread.php?105745-Royal-Deluxe-a-zero-glue-low-Mass-column-I-beam-block-(rough) Hope I didn't misunderstand and it gives you some ideas Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted January 15, 2019 Share Posted January 15, 2019 Any chance you guys can increase the hitbox on the sleeper spawn blocks in the prefab editor? The sitting ones are especially difficult to remove once placed. Right now, I don't even bother to try because it just results in me busting up all of the surrounding blocks... instead, I place a voulme (z), move it over the sleeper, then press j to clear. It works flawlessly, and I have no problem doing that, but it just takes a lot more time than it should. EDIT: for some reason the hitbox to use "e" on them is fine, but to try to destroy them is just a tiny spot. Link to comment Share on other sites More sharing options...
Jamie87 Posted January 15, 2019 Share Posted January 15, 2019 Same reason why hay has no longer a 100% falldamage reduction. They hate builders yep same with hay I built to bed rock put hay at the bottom because going up an down ladders is so slow to jump down the ladders to break my leg nice one Link to comment Share on other sites More sharing options...
DaVegaNL Posted January 15, 2019 Share Posted January 15, 2019 So any news when we can expect a17.1 stable? It's been a while.. Link to comment Share on other sites More sharing options...
Hek Harris Posted January 15, 2019 Share Posted January 15, 2019 So any news when we can expect a17.1 stable? It's been a while.. And by the way, I would like to know if A17.1 stable will come with new settings in the start menu or not ? Thanks ! Link to comment Share on other sites More sharing options...
The Gronk Posted January 15, 2019 Share Posted January 15, 2019 So any news when we can expect a17.1 stable? It's been a while.. I doubt there will be a 17.1 stable. The code is already beyond the 17.1 state, it's more likely that the next stable will be 17.2/3. Normally I'd say don't rush the stable build but even a hotfix for RWG would be a good idea at the moment. Link to comment Share on other sites More sharing options...
meganoth Posted January 15, 2019 Share Posted January 15, 2019 I doubt there will be a 17.1 stable. The code is already beyond the 17.1 state, it's more likely that the next stable will be 17.2/3. Normally I'd say don't rush the stable build but even a hotfix for RWG would be a good idea at the moment. According to TFP the new RWG code wasn't really finished and needed some more development. So they put in the old A16.4 RWG. Kinjayuu won't make any hot fixes on A16.4 RWG as that is "legacy code". And I don't think that you could call it a hotfix what Kinjayuu is doing with the new RWG. Link to comment Share on other sites More sharing options...
The Gronk Posted January 15, 2019 Share Posted January 15, 2019 According to TFP the new RWG code wasn't really finished and needed some more development. So they put in the old A16.4 RWG. Kinjayuu won't make any hot fixes on A16.4 RWG as that is "legacy code". And I don't think that you could call it a hotfix what Kinjayuu is doing with the new RWG. Fair enough, I didn't realize he'd reverted the code, I thought it was buggy from trying to sort out the new code. Seems a little strange though, even the first pass of RWG 17 was better than what's used now. Link to comment Share on other sites More sharing options...
SxR Posted January 15, 2019 Share Posted January 15, 2019 So any news when we can expect a17.1 stable? It's been a while.. .. you ain't got the stones for it.. Link to comment Share on other sites More sharing options...
DaVegaNL Posted January 15, 2019 Share Posted January 15, 2019 .. you ain't got the stones for it.. My stones are lying in bed for the past 2 days with a high fever.. so my stones are definitely not up for it ^^ Link to comment Share on other sites More sharing options...
Jedo Posted January 15, 2019 Share Posted January 15, 2019 My stones are lying in bed for the past 2 days with a high fever.. so my stones are definitely not up for it ^^ Lava rocks? Link to comment Share on other sites More sharing options...
gwydion62 Posted January 15, 2019 Share Posted January 15, 2019 A few thoughts… Maybe we can make the respawn scale able - now “no” is also preventing the 7-day horde and is depopulating the whole world from Z's. Not what I would like to have. Just preventing Z’s to respawn in buildings would be great as an option. Later in the game there are lots of green glowing Z’s and screamers spawning which is also a bit overdone. It literally makes working underground (mine, cellar with forge…) in a solo game impossible because I always have to run outside killing them. Rest feels great so far (some bugs, but they are all discussed and on the bug list) Link to comment Share on other sites More sharing options...
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