• Breaking News

    Tuesday, January 15, 2019

    7 Days To Die Joel teases a node-based terrain generator they're working on for RWG

    7 Days To Die Joel teases a node-based terrain generator they're working on for RWG


    Joel teases a node-based terrain generator they're working on for RWG

    Posted: 15 Jan 2019 06:33 PM PST

    Tips n' Tricks Tuesday - January 15, 2019

    Posted: 15 Jan 2019 09:10 AM PST

    Have a tip you wish someone shared with you when you first started playing? Have you discovered a tried and true method of survival?

    Share your secrets with your fellow survivors and help those just getting started!

    submitted by /u/AutoModerator
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    Farming Item Idea... can I have a Scythe or a Sickle, or a whatever?

    Posted: 15 Jan 2019 08:25 AM PST

    It can start with Iron, that would make the most sense but man would that make farming a whole lot easier and a lot more sense.

    Wouldn't it.

    Source?

    Video: https://www.youtube.com/watch?v=gsfIHiBB6xE

    submitted by /u/Chr15t0ph3r85
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    Making a loud noise when falling a small gap or climbing ladders is terrible design

    Posted: 15 Jan 2019 08:55 PM PST

    If I walk on a trash pile (note - walked, not jumped) then walk off but for some reason "fall" and make a loud thud that alerts zombies in a 10 mile radius, that's terrible

    If I climb a ladder very meticulously placed in the PoI design only to be swarmed by zombies at the top of it because getting off the ladder sounds like a 10 megaton bomb, that's terrible

    I absolutely love the dungeon PoI direction they are going, but I genuinely hate exploring them now because true stealth is impossible. No amount of muffler connectors or Ninja Movement lowers your sound enough to not have zombies wake up and aggro on you. I straight up avoid any PoI with excessive ladders (Construction Site) or loads of garbage everywhere (Junkyard) because the small thud that in real life wouldn't even exist will for some reason wake up the neighborhood

    submitted by /u/ToFurkie
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    What happened to decapitation/Limb removal?

    Posted: 15 Jan 2019 06:01 PM PST

    Since A17 has released, I haven't noticed any zombies losing their limbs or being able to decapitate them. Is this an issue on my end, or has it been removed temporarily?

    submitted by /u/birdnerd4
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    Alpha 17 b9 update available

    Posted: 15 Jan 2019 09:44 PM PST

    TFP have just released a new patch (b9).
    https://7daystodie.com/alpha-17-1-is-out/
    Minimal changes. Just thought I'd make sure you all knew.

    submitted by /u/OzCollector
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    Not sure if this has been asked yet but are there any plans to include xp gained from trap kills?

    Posted: 15 Jan 2019 07:57 AM PST

    I have so many traps and turrets that my base could potentially defend itself (on normal difficulty) during horde night if I wanted to put little effort into defending it myself. The only issue is, is that when the zombies die from any of my traps and turrets, I get no experience for it.

    With all of these traps doing the work, I'm maybe leveling up once during a good horde night.

    submitted by /u/PunsAreNice
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    PSA: In 17.1 I'm getting 45 xp for looting a washing machine. Zackary's Laundry has 68 machines = 3060 xp and a ton of cloth

    Posted: 15 Jan 2019 06:51 PM PST

    Lucky Looter Question

    Posted: 15 Jan 2019 03:50 AM PST

    What exactly does the "Adds __ to loot bonus" mean? I understood back when quality would go really high so +50 meant your items would be +50 quality higher but now that there is a max of 6 I'm a little confused. Can anyone explain? Thanks!

    Edit: I appreciate all of the replies and data. This one really confused me!

    submitted by /u/Dafool11
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    For my first mod I brought Berserk's Guts's Dragonslayer into 7 Days to Die as a melee weapon - complete with optional CLANG! LF Feedback or suggestions

    Posted: 15 Jan 2019 04:22 PM PST

    Hey peeps! So a little while ago I decided to get into modding 7 Days and I've been diving into the config XMLs for items. I learned a ton about how weapons function and applied a helping of it to make a new mod based on a previous thread that had the sense that players are looking for more melee weaponry.

    So with that in mind I decided on the large hunk of steel/iron (my research suggests it could have been either?) known as Dragonslayer and took a look at other mods, initially finding this nice piece of work by Phate3 (https://www.nexusmods.com/skyrim/mods/3143/).

    Permissions granting the usage of his model and textures, I went ahead and converted it to an OBJ and learned how to export via Unity to an Asset Bundle.

    The final result is this guy: https://www.nexusmods.com/7daystodie/mods/197

    With a short TL;DR video: https://www.youtube.com/watch?v=OG3hyzUsjNM

    It has some notes on the page as well. Most importantly I ensured that it would work in multiplayer servers (I host one for friends) and in singleplayer, which I know sounds silly but there are XML discrepancies that I appear to have found...

    I'm looking for any feedback and suggestions. I already realized one mistake I made by completely missing the fact that I could have made the Clang sound a craftable mod that slots into the sword.. sigh

    But in addition to attempting to balance the sword out for end-game I am mostly comfortable considering to have made a radiated-slaying viable sword, if a little unforgiving when you miss (high stamina requirement and long swing time).

    Even if you aren't particularly interested in playing with the mod, I did mark up a decent portion of the Item.xml file so if you want to see how the "special ability" of the Dragonslayer functions, peep that file yo.

    Cheers!

    submitted by /u/DatapawWolf
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    Dedicated server maps can we use the same savegame after sub ends?

    Posted: 15 Jan 2019 07:05 PM PST

    like title says once my subscription to a dedicated server, from gameservers, are we able to get the savegame files and then host it myself?

    submitted by /u/Moonpig13
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    What do you think of these Perk magazines added in A17?

    Posted: 15 Jan 2019 08:09 AM PST

    I find these perk magazines unappealing.

    Don't get me wrong, I am ok with the new skill/perk system for the most part, but this idea that you find a magazine which somehow makes you able to shoot better but only for the next day or so and then you somehow forget what it said? Also I end up just hoarding them because I am not sure when I should use them, and they are often level gated so you have to think about if it will even have any effect unless you first level up some base attribute like Strength. The whole thing just seems to spoil immersion. I think knowledge learned should be permanent unless there is a reasonable story behind why it isn't.

    For example, they have schematics for making special mods, which is a good idea, but the way they are presented it seems like you should be able to use them more than once. I think a simple way to fix that would be that the schematic should come with some super-rare part that goes into the mod (like a lens for a scope, for example). That way it makes sense to the player why they can only make one.

    And I don't think the game needs these perk magazines. There are other things we could do with the book/quest/recipe system that I think would play better. It is fun to find loot that helps you survive and develop your character (it is a survival game after all).

    And I liked cooking recipe books in A16 and I think those should come back (possibly you could still acquire recipes using Mast Chef, or maybe the only way to learn recipes is by finding them). We could take that even farther and make recipes for things like ammo or armor be lootable books, but I'm less sure about that.

    I am working on a mod to do this, but I am wondering if many other people feel the same way and how you feel about having to (getting to?) explore and scavenge for knowledge vs purchasing them with skill points.

    TLDR; scavenging is fun but perks that expire after a little while are dumb in a survival game.

    submitted by /u/mjrice
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    Periodic FPS Problems

    Posted: 15 Jan 2019 06:42 PM PST

    I keep having instances where my FPS tanks for a fraction of a second. Has anyone found a way around this?

    submitted by /u/Adamxxxx7
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    I think map options would be cool to see

    Posted: 15 Jan 2019 12:39 PM PST

    We went from Oceans/water world like maps in Alpha 15 that could make you walk KMs around a lake that is half a km wide to a more believable setting in Alpha 16 of lakes, ponds, and the odd giant body of water, and now to the "what is water?" in Alpha 17. The biggest body of water me and my four friends have found is no bigger than a 10x20 block area. We have discovered 60-70% of the map, and nothing. I really miss lakes as a builder. I loved building bridges, and it also urkes me that I finally get the option for a swimming skill, and there isn't one body of water for it.

    TL;DR I want options to choose very little, modest, major bodies of water. And maybe other things for biomes and such, like heavy winter kind of thing. I just miss having water in the maps now. Never thought I'd say that. lol

    submitted by /u/Cerebral23ad
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    My current likes/dislikes about the new alpha

    Posted: 15 Jan 2019 07:32 AM PST

    Cons: -Punching plants (takes way to long to farm now). - having to find schematics for EVERY mod you want to make (not realistic). - how I can unlock a motorcycle before steel, but steel is required for it. -the removal of the 500 item quality/that every level makes them stronger. -the amount of points for maxing stats is a tad excessive.
    -nerfed exp for doing things like building (builders need exp to further build!). -scarcity of bones. - how water is almost non existent in random gens now (made the finally implemented swimming skill completely pointless. -nailgun is slowed down a bit too much. -auger is deathly slow compared to a16.

    Pro: - love the dungeon like houses now. -love the skill system (though I do miss leveling things by using them).
    - the hidden zombies. - the new difficulty of blood moons if not careful.
    - no more oceans - the vultures. - the jumping spider zombies. - the new vehicles (still figuring out the gyro).

    What do you guys think? I find they improved a ton of things, but butchered others at the same time.

    submitted by /u/Cerebral23ad
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    Note to self.... don't climb the Construction Site Tower on Insane/Nightmare Mode...

    Posted: 15 Jan 2019 03:56 PM PST

    Anybody have an idea why I am unable to add traders to towns/citys?

    Posted: 15 Jan 2019 12:32 PM PST

    I hate only having 5 traders on the map, and would like to add them to towns like War of the Walkers 5.3, but they don't show up anywhere that is not the wilderness. This randomgen obviously. As yes, no matter what seed/size map you will only get 5 traders. You can go into the world folder and pull up the prefabs.xml and check there.

    I have tried I can think of. Here's a sample of my rqgmixer.xml

     <prefab_rule name="industrial_JunkyardsLots"> <prefab name="vacant_lot_01" prob="0.18"/> <prefab name="vacant_lot_02" prob="0.18"/> <prefab name="vacant_lot_03" prob="0.18"/> <prefab name="vacant_lot_04" prob="0.18"/> <prefab name="mp_waste_sewer_hole_1" prob="0.18"/> <prefab name="utility_celltower_02" prob="0.19"/> <prefab name="utility_celltower_01" prob="0.2"/> <prefab name="army_barracks_01" prob="0.25"/> <prefab name="junkyard_lg_01" prob="0.3"/> <prefab name="settlement_trader_03" prob="0.2"/> <prefab name="junkyard_med_01" count="1"/> </prefab_rule> 

    No matter where I put the trader/use min_count/etc it doesn't work. Driving me nuts.

    submitted by /u/OldGameGuy45
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    Question about alpha 17.1 Zombie AI

    Posted: 15 Jan 2019 02:30 PM PST

    I am building a horde base similar to the one made by pvtbambi links are https://www.youtube.com/watch?v=I1ZdipC5MkM and https://www.youtube.com/watch?v=SyWfnn6hKmw

    But then update 17.1 came and the zombie AI is changed, my question is if i finish building and update to 17.1, will the new AI destroy the base? or it can survive it.

    Would love some feedback before i update

    submitted by /u/unclaimed404
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    Increased latency on A17

    Posted: 15 Jan 2019 06:11 PM PST

    Tried to join multiple servers and noticed an insane amount of latency on all of them as well as a lot of rubber banding. That means a lot of zombies go back and forth and are erratic which is annoying. What gives?

    submitted by /u/Hollowprime
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    I give you the amazing steve

    Posted: 15 Jan 2019 05:55 PM PST

    a17.1 food bug

    Posted: 15 Jan 2019 01:36 PM PST

    food will not fill as well as with max stamina even death did not raise stamina from 25 going to roll back to 17 and see if that fixes it.happened as soon as i went 17.1.

    edit: dying didnt raise my stamina to the regular 50 but it did make it so eating works again.mmm glass.

    submitted by /u/penisydemon
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    Dedicated server issues

    Posted: 15 Jan 2019 01:07 PM PST

    Hello,

    I'm trying to set up a dedicated server for me and my friend to play toghether.

    I have installed dedicated server and I have managed to connect to it.

    But my friend can't connect, I have opened ports 26900 TCP & 26900-26903 UDP, port 8081 TCP & UDP, port 27000-27015 TCP & UDP.

    I tried opening all these in both windows firewall and did port forwarding but when I use online portcheckers it says that 8081 is closed but the others are open. Most posts I've seen say only 26900-26903 need to be opened, but with only those open I couldn't even connect myself.

    Does 8081 need to be opened and in that case why doesn't it seem to work even though I've done the exactly same thing as when opening the other ports? And no it's not my first time doing port forwarding, I used to have a dedicated server running back in Alpha 14.

    submitted by /u/beyondnihilism
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    How do I switch to the old zombie AI on 17.1 b8 ?

    Posted: 15 Jan 2019 04:43 PM PST

    Is it possible?

    submitted by /u/gnome000
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    Is there a mod to allow drawing on the map?

    Posted: 15 Jan 2019 04:33 PM PST

    What I like to do is cross out the visited locations on the map

    submitted by /u/sui146714
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    How many skills points do you need to max all skills in Alpha 17.1 B8?

    Posted: 15 Jan 2019 04:16 PM PST

    Xbox servers shutting down?

    Posted: 15 Jan 2019 01:37 PM PST

    I heard a rumor that the xbox servers will be shutting down at some point this year is this true.

    submitted by /u/Jessie1400
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    What's the deal with the Game World's?

    Posted: 15 Jan 2019 01:17 PM PST

    The different counties, territories, and valley map names: Old Copama Valley, Kewiho Mountains.... ?? Can I assume these are the base maps aside from random gen, and all POIs will be the same if not a random gen created map?

    submitted by /u/266150
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