• Breaking News

    Sunday, October 20, 2019

    7 Days To Die Let's Play Saturday - October 19, 2019

    7 Days To Die Let's Play Saturday - October 19, 2019


    Let's Play Saturday - October 19, 2019

    Posted: 19 Oct 2019 10:04 AM PDT

    Looking to share you're gameplay videos with everyone or for an audience when you go live?

    Post here with a link to your Youtube/Twitch Channel or whichever video/playlist you're looking to share!

    submitted by /u/AutoModerator
    [link] [comments]

    Found iron and coal deposits IRL today

    Posted: 19 Oct 2019 03:27 PM PDT

    When you try to smooth the terrain with dirt blocks

    Posted: 19 Oct 2019 05:01 AM PDT

    Wish me luck everyone...

    Posted: 19 Oct 2019 06:23 AM PDT

    So I woke up in a forest...

    Posted: 19 Oct 2019 10:09 AM PDT

    ...almost naked and with a note on me about not messing with some guy I don't even remember! Kind of a headache, but for the rest it's going well I think... Thankfully I had a helping hand, that gave me some tips, and I crafted a decent shirt and pants from plant fiber. I've been wandering about, gathering materials, as I don't really know where to go and thought I'd make a wee shelter or something.

    While wandering I've found a village, no big shops, some car dealers and some sort of restaurant. Weird thing was nobody was home. The door to a cabin was open so I decided to take a look. Then I noticed someone in the corner. I tried to help him but he started attacking me straight away! Man I ain't no pussy but I fled out of the cabin. It was that moment I realized, the people in the streets had the same look in their eyes. And earlier I was being followed in the forest, lost him after a while but it kept bothering me. In my backpack I had a club, and I decided it was time for some action, I went back to the cabin to confront the guy. He was still pissed and started swinging mindlessly towards me. I hit him in de head with a club, and he went down. I went inside his cabin, and heard him getting up. I picked up the club again and started pounding the living(?) shit out of him. When he finally stayed down, I actually felt relieved. Thinking about it now still makes me smile.

    Looking through the cabinets and drawers, I've managed to find a sweater, and some other trivial stuff. My backpack was weighing me down so I've used his cabinets to stuff some of my supply's. His cabin was slowly becoming my cabin, while I moved some furniture, and stripped down stuff that was in the way. Behind a painting I found a bag with a pistol and some 9mm bullets. The gun itself looks a bit worn, but I'm going to keep it as a last resort, undecided if I would use it on me or "them". That decision will probably be made at the moment there is 1 bullet left.

    While walking through the cabin, I heard a weird noise in the floor. Clearing up some of the garbage, a hatch appeared. I had a torch on me, so checking out the basement seemed to be a good idea at the time... I entered a corridor, it reminded me of an old mineshaft. It wasn't that long and it ended up in a small room. It had some sort of chemistry station in it, and at that moment I knew it, the guy was cooking up meth in his basement for sure. A loud noise from behind scared the shit out of me, and a guy with the same look in his eyes started to go towards me. I took out the club again and without hesitation I started pummeling him to the ground. He must of had the same dope as the other guy, maybe he was his partner, who knows. Can't really ask him anymore though.

    I've searched the basement and found a lot of materials. Most of them I don't really know what to do with it. It looked like gun parts, or engine parts... I also found some purple shorts that fit me just fine. Because of the people and their obsession with biting me, I made some gloves of the plant fibers as well. Until soft they did a decent job of protecting me. Looking at my watch, I saw it was getting towards the middle of the afternoon. I was getting thirsty and my stomach was in for a snack as well. The house next door was severely damaged, and in stead of knocking at the door, I just walked in. I've found some canned food in the kitchen, and even took the dog food with me... You never know how desperate the situation can get.

    In the garage I found a bow, and through the notes I already had some idea on how to make arrows. When I heard someone growl, in stead of being scared, I actually used the moment to check my bow skills. I used to shoot with a bow and arrow for fun when I was a teenager, but that was over 10 years ago. It took me 6 arrows to get my neighbor to "calm" down, the arrows weren't that great and I could re-use 2 of them. I had to pull them out of his torso, which went remarkably easy. His flesh and bones felt softer than you'd expect. In the end I took everything I thought that was useful from his house, and all his relatives ended up the same as him...

    Making my way back I saw an interesting house, it had huge signs that said "KEEP OUT!"... Off course that drew my attention, so I wanted to take a closer look. I heard a click and then there was an enormous explosion. I cant really remember, but I woke up in my bedroll, I must have crawled back to it somehow. I should have learned from it, but somehow the experience made me forget stuff. I couldn't find my backpack, it must still be there. While going back to look for it, I came across a used car dealer. I took everything from the cars outside, and found a wrench inside. Then I heared the owner stumbling in the office... Not having my club, it was time to move fast. I grabbed some miscellaneous items and sprinted towards my backpack. looking closer to the surroundings, I saw the place was filled with landmines... For god's sake why would place landmines around his house? I marked the place on my map and went back to my cabin. For sure, that house was going on my "to be investigated" list. There could even be survivors in there, the defense looked solid!

    After some early dinner I've made a walk through town and made myself a map. I decided to go through more houses the next day and marked which ones I would check out. Seeing the sun starting to go towards the horizon, I did some chores around "my" cabin. Took down some trees, gathered some rocks and even found a source of iron. I've seen people make forges out of plain materials and this night I'm going to think of a way of improving my arrows. Iron tips would be a great step forward, so I'd probably need clay as well, to make a mold. I've found a book on advanced engineering which I will read in the next hours. Knowledge is power, I believe that is still true in this godforsaken world. For now it's of to bed, I hope I can sleep peacefully.

    submitted by /u/Mister__Orange
    [link] [comments]

    Would be great if I could use a stove to cook my food.

    Posted: 19 Oct 2019 05:22 PM PDT

    We all know the campfire is one of the first things we craft in the game and one of a few items you can't really upgrade.
    Since we have electricity in the game why not be able to fix up an old stove from of the poi's.

    Ofc we have to find parts to fix the stove but we do have generators and gas so why not be able to fix up an old/new style stove to improve our cooking. Maybe if we cook on a stove then the % chance of food poisoning is at 0% as a stove can provide a high temp to cook meat as well as heat it more central to what you are cooking than a open fire pit.

    submitted by /u/TheHiddenYouTuber
    [link] [comments]

    Bring back the central city as an optional part of worldgen

    Posted: 19 Oct 2019 11:44 AM PDT

    The old-style massive central city, swarming with hard enemies, was a really cool risk:reward choice to delve into. It would be neat if that element of worldgen was re-enabled in the form of an optional checkbox while you're setting the parameters for a new world.

    submitted by /u/therealwoden
    [link] [comments]

    Scavenger difficulty on all Nightmare = Fun

    Posted: 19 Oct 2019 05:36 PM PDT

    Usually you see people play Nightmare on insane difficulty which blows because then the zombies are bullet sponges.

    Putting them on the easiest difficulty makes it fun since they're fast as hell, but you have a better chance at killing them reasonably.

    Try it out!

    submitted by /u/Samadams9292
    [link] [comments]

    Melee/Melee Headshots in a18

    Posted: 19 Oct 2019 01:11 PM PDT

    When you try to smooth the terrain with wood frames

    Posted: 19 Oct 2019 07:21 AM PDT

    Favorite new book perk discussion

    Posted: 19 Oct 2019 03:24 PM PDT

    As the title says: what's your favorite book perk from the new system or which do you finf the most useful? As a permadeath player I really like Urban Combat (5?) that lets you walk across landmines without triggering them. It sets my mind at ease and also makes tackling military bunkers super easy for great loot.

    submitted by /u/-regaskogena
    [link] [comments]

    The sun rises in Suburbia

    Posted: 19 Oct 2019 02:16 PM PDT

    Anyone wanna start a 7 days to die world?

    Posted: 19 Oct 2019 07:18 PM PDT

    Building a forge

    Posted: 19 Oct 2019 09:14 PM PDT

    Im new to the game and have been looking around at different sites and posts on how to make a forge. Do I just need to be level 20 or do i have to spend points into the intellect to get it to level 4. Also, is there a way to straight up level intellect, or do i have to put my points into the perk tree of intellect to get it to level up.

    submitted by /u/woodenpenguin1
    [link] [comments]

    A few modlets to undo some questionable changes (T6 crafting, barbed wire, nailgun speed)

    Posted: 19 Oct 2019 11:03 AM PDT

    With b152 out they disabled tier 6 crafting again, so I whipped up a modlet to change that.

    I know a lot of you want it too, so I figured I'd share. I'll throw in my re-enable barbed wire modlet and my nailgun upgrade/repair speed modlet too (reverts nailgun to A16 speed).

    Be aware I didn't change any of the localization because it doesn't get pushed from servers and it's a massive pain in the ass, so the perk/item descriptions aren't any different.

    Tier 6 Crafting Modlet - At max rank for the relevant perk, craft level 6 items

    Re-enable Barbed Wire Crafting - Does what it says

    Nailgun Revert - Makes nailgun's rightclick fast as shit again, as in pre-A17.

    If you don't know how to install modlets, create a Mods folder in your 7D2D folder (or server) and extract the zip to that folder. Do not take the files out of the folder in the zip, put that folder there.

    submitted by /u/SkyKiwi
    [link] [comments]

    Every time I see a pack of dogs...

    Posted: 19 Oct 2019 06:59 PM PDT

    Dear Diary, its day 2190 of the Zombie Apocalypse

    Posted: 19 Oct 2019 07:08 AM PDT

    And I'm still:

    • Cooking on a Campfire made out of Stones

      No Tier 2/3 QoL Upgrades for Cooking/Interior like a T2 BBQ Grill (Gas/Coal usage since there is no Propane ingame) | T3 Oven (Electricity)

    • Have no Water Purifier Station / Cant build a Fountain or Well

      Chemical/Electrical Filter T2/3 Qol to improve boiling Water for e.g Bulk Crafting and stationary water sources. Raft has a nice system for this. Building a Base near a Water source can be really bothering depending on the Seed and the often broken Water Spots with no or invisible Water until you dig down. It also nearly kills the option to live in a Desert/Wasteland/Burned Forrest Biome

    • Missing a Katana or Sword to complete the Michonne Cosplay

    • wish i had Specialized Crafting Stations for different Tier's

      Like a Lathe for Steel/Ammo/Vehicles with different Speeds and a Gas Fueled Forge for Iron/Steel. The Mod system for Forges is neat but Forges/Workbench/Chemstation/Campfires/Cement Mixers are all 1 Tier. So either different Station Tiers or the Same Mod options for Workbenches/Chem Stations.

    • and i forgot how to duct tape a flashlight to a gun

      Handheld Flashlights are somewhat useless now, maybe i miss their point.

    • Could build generators without 6 engines.

      Since the quality system for Batteries and Engines are gone - the actual system is strange, filling battery banks with batteries and engines could be reduced or brought in line with the global item level/part system. Get the Perk - start with Level 1 Generators/Banks - craft them with Engine Parts. Higher Generators/Banks need more Engine Parts.

    • cant hide the ugly power cables

      I hate the powerline system for its look, i really really wish that we could upgrade blocks with power lines to transfer power via blocks. Lamps could be powered with an AE Powered Buff. Place down a Generator and in 5/10/15/20/25/30 Blocks around the Gen - Lamps are automatic powered. Ofc this would be problematic with the current system and powergrids based on timers/sensors but the Auto On lamps could be a special item to avoid such problems. Overall - the current system works fine but its just fucking ugly.

    • cant fill the gaps between dirt blocks and other blocks.

      Im not sure but i think with the texture snapping filling it should be possible to build a foundation with any soil block around without this gap.

    • cant handle Animals.

      Honey and Eggs could be farmed via a Hen Pen and a Beehive. Since bacon and Eggs still needs the Meat and Honey is mostly replaced by other Antibiotics its not a gamebreaking change to have a block that creates 1 egg/honey per 1-2 ingame days. Also mods are already doing this. To top notch the thing - Bee Hives need Goldenrod or other plants around to work and Hen Pens must be filled with Corn.

    This is my personal wishlist with Qol improvements/gameplay changes. Some of them are bothering me since A1 - like the Campfires. At least most Weapons now have clear Tier levels from Stone to Steel.

    submitted by /u/Angry_AGAIN
    [link] [comments]

    Constant Screamers and Hordes after A18 b152 update.

    Posted: 19 Oct 2019 11:44 AM PDT

    Hey guys, so I was playing on my single player (day 10~11) since A18 started, everything was nice and shiny until this recent A18 b152 update, which started some very weird behavior:

    I'm getting Screamers and Hordes all the time. Just went through the night of day 10 and the entire day 11 getting Screamers and hordes constantly, at the time of writing, it is 23:42 of day 11 and since the night of day 10 I've killed about 12 Screamers, 8 Dogs and more than 30 zombies.

    Screamers are spawning non-stop, exactly after I killed one, another spawns nearby. I'm not even that advanced, I have a forge, campfire and thats all. Before this update, I had exactly 1 Screamer before day 10 and 0 dog hordes.

    Is that possibly a bug? Is there a way to reset the Heatmap in case this is a Heatmap-related bug?

    Thanks everyone.

    submitted by /u/NargWielki
    [link] [comments]

    Mod needed sort to nearby chests or similair A18

    Posted: 19 Oct 2019 08:10 PM PDT

    like the title says. im loosing way too much time trying to sort items all the time i swear i saw a steam post about one for a18 but cannot find it now. any help is hugly aprecciated. too much work to be done solo gota be out there on the grind

    submitted by /u/Tooafraidtosay
    [link] [comments]

    Hey. Pimps. Why the hell no fishing?

    Posted: 19 Oct 2019 03:50 AM PDT

    C'mon. Rotten flesh would DEFINITELY bring up some catfish.

    submitted by /u/Lowback
    [link] [comments]

    Fixing the Looting/Crafting imbalance

    Posted: 19 Oct 2019 07:56 PM PDT

    Since A18e dropped (and after the last few patches) I think we've had a growing discontent over the state of crafting in this Alpha. In addition to that, I think TFP don't quite understand what the community is concerned about and are making design choices that are compounding the issue. I've been mulling over this all week and these would be my suggestions.

    The current issues are what I would call "Player Unfriendly" mechanics. Where the implementation of something exists in a way (by accident or by design) to frustrate the player and make their experience more difficult. The list of problems we have currently, imo, are;

    The RNG in acquiring schematics, the RNG in acquiring gear parts for crafting, the continued reliance on INT for crafting, the availability of Tier 6 items vs the difficulty to craft Tier 5, and gating farming behind the acquisition of Farm Plots.

    One; Schematics can be a pain in the butt to find. I've looted entire towns searching for a particular weapon schematic, raided all the bookstores on the map, and hounded the Traders for days... to no avail. I don't believe the intended result was for players to feel locked out of certain builds.

    I think the easiest way to alleviate most of this would be to have the Weapon/Armor perk trees reward the given recipe on leveling it up. This keeps your equipment on level with your current investment in the perk. Alternatively, give Traders a dedicated tab for selling schematics and populate it with static ones that are always available. Or perhaps Vending Machines that sell them outside of Crack-a-Book stores. That way we have a guaranteed way to buy into upgrades at the very least.

    Or, as another means, let us craft schematics. Give us a new workstation... a Blueprint Table or something similar. With recipes for schematics to the tune of "15 paper + 15 paint/coal + 5 weapon/armor parts (or the item you want to craft itself)".

    Two; Gear parts themselves are reliant on RNG to find. Even if I have the schematic and necessary level to craft a decent quality item... I can't craft it unless I find several lower quality ones to strip for parts.

    As before, a more dedicated Trader inventory would help. And letting us craft Parts would as well. Although that sounds a little counter-intuitive after making us need them in the first place, it could simply be countered with being a large resource sink to do. Thus making Part looting and Part crafting supplementary to each other, instead of one being the superior method.

    Three; Crafting anything is heavily reliant on Forged Iron/Steel and base building needs the Cement Mixer/Table Saw. Vehicle crafting is in the same boat. You need to luck into the schematic, luck into working stations, have a LOT of coin, or invest heavily into INT. And while someone running an "Intelligence Build" should be able to do these things the best, it shouldn't be near exclusive to them either.

    I'd love it if we could pick up workstations we find in the world. Or if we had more POI's that were guaranteed to have all the various stations in working condition. And as before, if Traders had a static stock of the schematics. For vehicles; finding completed Bicycles out in the world (not just as loot from boxes) would at least give some players a start. It's very hard to make progress looting POIs when you have to do it all on foot.

    Four; Farm Plots. I understand wanting to nerf the players ability towards self sustainability. Crop yield multiplies explosively over time and a Gardening Hoe gave you infinite ground to expand on. But gating the crafting of Farm Plots behind access to Rotten Meat plus the nerf to cooked food via food poisoning... its just too steep a penalty.

    There are a lot of nice recipes in game for cooking and its incredibly frustrating to be locked out of them because of how expensive gardening is now. The requirement for Rotten Meat is the largest issue and if that was removed it'd go a long way towards balancing things. And perhaps instead of seed schematics; a book series that will teach sets of seed recipes and ways to cook them based on biomes would be quite nice and lore friendly.

    Lastly, for the frustration around Tier 5 being the cap for crafting. I think most people would mind this a whole lot less if the bar for crafting was just lowered overall, as in my suggestions above. Making "The best stuff" something that has to be looted from "Boss" chests at the top of POIs isn't unreasonable.

    I hope that all makes sense. I want to give healthy community feedback and conversation. I'm seeing mods pop up to "fix" things the community is having trouble with, and while I have a lot of respect for the modding community, that just sounds like the players and developers are fighting a war over how the game should grow.

    submitted by /u/ProfessorLexis
    [link] [comments]

    Method to trigger blood moons?

    Posted: 19 Oct 2019 07:49 PM PDT

    Is anyone aware of a method to manually trigger/re-trigger blood moons that does NOT involve changing time. I'm hoping I can either add a special quest/challenge that will trigger one, or have a console command for it.

    submitted by /u/mwatson2
    [link] [comments]

    Weird rectangle stuck on screen?

    Posted: 19 Oct 2019 11:00 PM PDT

    Question about forge fuel slots

    Posted: 19 Oct 2019 10:50 PM PDT

    Just wondering why there is 3 slots for fuel at the forge, is there really any reason for it besides just being able to put max stacks of wood or different fuel types in it?

    submitted by /u/ddan29
    [link] [comments]

    Farming Light Opacity

    Posted: 19 Oct 2019 10:35 PM PDT

    So back in alpha 16, you could build an indoor farm with glass blocks and iron bars, I'm just wondering if that still works after the alpha 17 farm change? Does an iron bar still have light opacity, so can I have a garden inside a wall of iron bars and still have the plant grow?

    submitted by /u/DXHaseoXD
    [link] [comments]

    Bring back ranged ragdolls [A18 B152]

    Posted: 19 Oct 2019 07:11 AM PDT

    Shooting a zombie in the face with a rifle and watching it backflip a few meters into the air is a source of immense joy.

    If Skyrim can have the Giant Space Program, we can have this.

    submitted by /u/aztech101
    [link] [comments]

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel