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  1. Fun. 1 Years ago...make small bear because I can, but ragdoll broken by scaling, so commented out. 2 I fixed ragdoll scaling for 1.0. 3 Allan says "why do we have small bear?". I say "because why not". Allan enables because it now works. 4 You see in game.
    16 points
  2. We are taking 2 days off for 4th of July. Thx!
    14 points
  3. What you guys think of the new hair colors? 😁
    13 points
  4. This pack is only for 7 days to die 1.0 (including the experimetal version) First Release with 8 guns. all have customized animations - 9mm = Pipe Submachinegun (T0) - .45 ACP = .45 revolver (T1) , M1911 (T2) - 5.56 = CAR-15 (T2) - 7.62 = Mosin Nagant (T1) , M1N Reserve Rifle (T2) - Shotgun = Double Barrel Over-Under (T1) , M1014 (T3) * Download * (size 331mb.) Google drive : https://drive.google.com/file/d/1S9b-c4UwRgOTnWy1e0b2IbVUeva2GKMk/view?usp=sharing Mega : https://mega.nz/file/lApmCb4S#Ge689cNbT84pMR5BjqXA6wIlya0CGSUjITPQTrCadYY Installation : 1. Extract file (with winrar or window's compression software) then go inside the folder (you will also see the installation.txt there) 2. put all folders in to the "Mods" folder 3. turn off EAC (Easy anti Cheat) before you start the game Features : - all gun have customized hands animation (First person view only) - all handgun type have the "holdstyle" mod 1-2 (maybe more in the future) to put in the cosmetic slot (dye slot) - all gun will use the older FPV hands with my own way of visible gloves method. right now it have only 5 variants I'll add more in the future Know Issues : - some guns are having over bright muzzleflash light for now, will fix in the next update - some animation may have bug in transition ,not so often it's like 1/100 , it can be fixed by drop the gun then pick it up again to reset all states. - the gloves (from my mod) will stuck sometime (rarely) mostly when you take off a gloves with left click , but it can be fixed by drop the gun then pick it up again to reset all states. Tested : - Guns and Ammo are Craftable , Lootable , can be found in traders - no red Errors Search keywords : IZY , Gun , Ammo leave balance suggestions / bugs / problems in the comment sections Special Thanks : Alter - sound_override script closer_ex - customparticle_loader script Guppy_cur BFT2020 bdubyah Zilox Black_Wolf - Mod tester Swope25 - 3D modeling and many community members Sketchfab free-assets : models credit in the mod folder - please don't spam in my PM about release date. report bugs , suggestion is ok
    12 points
  5. This mod adds 4 custom textured variants to the male enforcer outfit set, each new variant has matching boots, gloves, sunglasses and suits. Every variant can be found in loot and can also be crafted or bought/sold with a small variation of the vanilla recipe. The 4 male enforcer outfit variants are: Wick - Ledger - Phoenix - Lobito To make each of these variants the original vanilla models were exported from unity, tweaked in blender, re-textured in Substance Painter and then re-imported into unity and assembled again to be packed into a new mod. In addition to all the modeling and textures work this was only possible to make thanks to the huge help of Alter who implemented some of his xml voodoo magic that made possible the new tweaked models to work properly. Before Jumping into re-texturing all the models I also had the help of RookieEyes ‘Cooper’ who tested the prototype and gave me feedback on bugs and issues. Last but not least, magejosh is the reason why these variants work in game as they do. He took care of all the xml side of the mod related to loot, traders, recipes, progression and localization. Invaluable help. This mod, like most mods out there, would never have been possible for me to make without the constant help and guidance of the Admns and modders from Guppy’s Unofficial 7d2d Modding Server. Thanks to everyone. The only bug that so far has happened using the armors is that sometimes, when you load the suit gear part in Fpv you may see the model of the suit in the way of the camera. To avoid this I recommend always loading the suit part at the end. So in any order you want, load the gloves, headgear and footwear….and then the chest armor. If you have the model in the view this gets fixed by going into 3rd person view and back to 1rst. (F5) This mod is free to use and enjoy for everyone. DOWNLOAD MOD HERE If you want to make a donation, that help will be used to keep subscriptions to some software running and help me buy tons, tons of coffee. The modders vital juice. Send a donation clicking here Author: Mumpfy ( idea - 3d modeling and texturing - unity ) Collaborators: Alter ( xml magic to hide the models in FP view ) magejosh ( xml development ) RookieEyes’Cooper’ ( testing ) This is a first release of the mod. Next to come will be the female versions of the enforcer outfits as soon as possible. Then, the idea is to do variants of other armors. I will also be updating my old zombie variants mod eventually, at some point. Since that requires some new models to be re-textured.
    12 points
  6. I just want to say a massive thank you to all the Fun Pimps staff (past and present) for all they have done with this game, I have played this game now for well over 4700hrs according to Steam, I can't say I have ever played anything as much (appart from WoW, but I kicked that addiction, or did I just replace it?). Anyway I play solo and with my grown up children (every Sunday 3hrs) and we love the game and a lot of the Mods that make the game so versatile (well done Mod devs out there). So once again THANKS AND CONGRATULATIONS!!
    12 points
  7. Just a video of the most fun I have ever had on a bloodmoon with my family. Can't wait until our console brothers and sisters can get a taste. 😎
    12 points
  8. Small towns in RWG now have some rural tiles added as we noticed a lack of POI types in forest as some only spawn in rural. I added a rural percent value, which allows us to scale down the full ring of rurals around smaller towns. Time is very short for 1.0, so there may not be any additional options added to RWG now. Maybe later.
    12 points
  9. Hello Survivors! Today we have V1.0 b316 EXP for you all, please find the changelog at the end. Survivors! We are deprecating the existing EXP Pregens with the next EXP update. New ones will be provided and named differently to prevent accidental savegame issues. To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder: %APPDATA%\7DaysToDie\GeneratedWorlds Locate your existing world here: <Your_Steam_Library_Drive>:\SteamLibrary\steamapps\common\7 Days To Die Alternatively, find it by: Right-clicking on the game in Steam Selecting "Properties" Going to the “Installed Files” tab Clicking “Browse…” Opening the “Data” folder Opening the “World” folder We’ve made significant improvements to RWG since the original Pregen worlds for EXP. We want you to enjoy these enhancements, but we also respect your current save games and want you to continue playing if you wish. You can also download the EXP Pregens here: Google Drive Link Thank you for your understanding and cooperation! Stay cool, The Fun Pimps b317 HOTFIX: This update does not delete the Pregends yet! Changelog b317: Added RWG traders can be closer to each other on 2k, 3k and 4k worlds AI waits to play alert sounds if far from players store_book_04 POI Changed Enabled graphics jobs on Windows Improved screamer spawning rules to account for a wider range of player activity (ActivityLevelToSpawn 100>25, SpawnChance .7>.2, CooldownDelay 15>4, CooldownLongDelay 22, CooldownNeighborDelay 4>3) RWG trader minimum distance to others only applies to same trader type Updated voice device audio options localization to make it clear that it is only for voice. Improved when AI alert sounds can play again on same target Improved AI random and alert sound delays Updated material for POI switches to reduce the damage done by cop explosions Fixed ADS with Reflex Sight on New AK47 Skin Issues Pregen04KA and Pregen04kD are missing traders. Windows 7 players that cannot load ControllerExt.dll no longer crashes during bootup of game All shotguns have an ADS reload animation glitch The Steam achievement "Dig Deep" can be completed by teleporting AI played alert sounds randomly after first alert zfighting on the curtain rods stoveElectricModern_01 and stoveElectricRetro_01 seethru glass Host is the only one that hears Trader Greetings. store_book_01, did a pass on reducing how many books were in the store section of the POI, removed about 40% trader_bob, moved Bob back one meter, so when interacting with him, the camera isn't so close to his face, other small lighting and prop optimizations Fixed fur shader scaling issue that was causing small bear to flicker Launcher adding debug info to boot.config macOS issue with EAC due to graphics jobs switching in boot.config RWG did not reset usage data for the next generation RWG was not clearing generation data when done Zombie mutated feral & radiated hand item still referencing cop puke sounds. Changelog b316: Added Quests now allow shared progression, but only the first three quests each day count towards tier complete. The default is 3 for both SP and MP, but this can be changed in the game options or with the new serverconfig.xml property <property name="QuestProgressionDailyLimit" value="3"/> <!-- Limits the number of quests that contribute to quest tier progression a player can complete each day. Quests after the limit can still be completed for rewards. --> rwg_tile_countryresidential_straight_03. part_countryresidential_back_lot5 thru lot8. Zombie Mutated SFX. Ray sample count throttling for contact shadows based on shadow quality setting. Inventory UI Audio Throwables Inventory UI Audio Wire Tool Inventory UI Audio Duct Tape Inventory UI Audio Food Items Allow switching on Unity Graphics Jobs from the game launcher New bear and zombie bear Changed Increased graphics High/Ultra presets sharpening setting to 50% and 60% for FSR with Temporal AA scaling it down so they have similar sharpening . Removed depth of field graphics setting which was not used Messages that don't come from players will not escape BBcodes (Mods, Server Messages etc.) Load EntityClasses.xml on world load again, not program start Increased HP on bear and zombie bear Zombie dogs, dire wolves, Grace, and bears now drop loot bags Grace now harvests for rotting flesh Adjusted loot in dropped loot bags Improved graphics reflection probe settings for Ultra allow respawn on/near backpack/bedroll even if it was removed after the spawn window was shown Updated harvest/destroy events on several props to only allow salvage tool disassemble Removed liquor boxes from truck bed in survivor_camp_01 to prevent the truck from spawning sideways Updated Little Bear to use its own hand item with a shorter range Removed unneeded and misspelled tag from armorCommandoOutfit Localization updated Updated calculation values for mobility penalties on medium and heavy armor Removed smallTopAttachments such as reflex sight and 2x scope from rocket launcher Fixed RemoveHooks causing null ref on dedicated servers. More challenge fixes for permadeath. Fixed the ability to get incomplete quest on base_military_01 from bypassing switches Fallback shader added in SpeedTreeStandard.shader. QA issues with house_old_victorian_03 QA issues with house_old_pyramid_03. QA issues apartments_06 ParticleSystemSpawnRateLimiter added to forge workstation, chemistry station, camp fire, fire barrel, and torches. The emission scaling is now governed by the particles video setting percentage. Adjusted AlphaStart of SemiTransGlow material used by SMG and Shotgun turret cones. I also added logic to better balance the transparency between day and night time. QA issues addressed in gas_station_03 cabin_04 texture issue pants clipping on store_clothing_02 Fixed Neck sliding off body for Zombie Yo modern_01 SI & texture issues. missing paint in house_modern_08 SI issues in docks_03 Inventory slot encumbrance not updating until you navigate away the UI and back. Pink trees on macOS with Metal renderer Turned off 'custom vertex streams' of root particle system renderer of p_blockdestroy_earth. Performance drop and inventory corruption for impossibly high quality items. Death on respawn from damage on ragdoll. Sinkhole should not break the hordestone. RWG/Navezgane is generating maps with gaps in water. Also fixes decorations not being placed in underwater biome Graphics reflections from probe being dull or flickering on rougher surfaces Dead zombies still play their pain sounds when hit. Vehicle Action Set not being removed when detaching from vehicle (e.g. from death) if the console window is open. Display error with Tier Add showing 0 Purple mountains and trees on M2 Metal renderer Fallback shader added to SpeedTree8.shader as some MacOS Metal based systems can't compile the existing one Graphics AA FSR having increased flicker and blurriness from additional AA Exploit: Gas Cans in Generator Bank dupe on pick up Updated medical healing items to work properly when healing others with Physician perk FSR quality changes could take a while for texture sharpening to update Quick Swap being updated when switching to the dummy slot (i.e. empty hand) Dragndrop equipping doesn't refresh modded to nonmodded items properly
    12 points
  10. Hello Survivors! Today we have the 1.0 b312 EXP update for you. How to participate: Right click on the game in steam Click on properties Click the “betas” tab The drop down menu will now have latest_experimental available <— you want THAT Select that and wait for the game to download b313 Hotfix: Fixed Client Argument Null Exception on loot bag drop Missing tags on trash piles and rubbish decor preventing silent sneaking form Urban Combat Vol 3 to not work correctly Wrong operation used in requirement for lockpick magazine boost UserIdentifier serialization support Hair Color should not default to green Here is what changed from b309: Added Hazmat zombie SFX Inventory UI Audio Grandpa's Special Elixirs Inventory UI Audio Knuckles Inventory UI Audio Wraps Inventory UI Audio Medical Items Set of small POI terrain parts rwg_tile_gateway_straight3a / rwg_tile_gateway_straight3b Scout zombies can now spawn one or two and will be feral or radiated at higher game stages Allow manual line breaks with "\n" in ServerDescription Added a sidewalk part for store_hardware_01 in navezgane The Fun Pimps song while showing credits All languages for new entries and updates New hair colors and fixes Info about allowed characters in serverconfig.xml comment for GameName Inventory UI Audio Drinks Changed Updated the description of Magnum Enforcer Vol 2 to call out the Enforcer Outfit Updated bicycle slide and bounce sounds Changed ShowQuestClearCount to 3 on base_military_01 Increased the HP of player coolers Updated flags, tags, harvest, xp, and max health of Dire Wolves Increased damage, infection, and abrasion settings for meleeHandAnimalDireWolf Updated several entity groups to include Dire Wolves Hordestone now adds more zombies per party member Dire Wolf behaves like a zombie QA issues addressed All loot room chests now use new groupArmorPartsChests with no cloth/leather and chances for 1 to 3 of the other armor crafting parts Removed required held item from harvest challenges Tagged more harvestable props for some harvest challenges Reduced the tracking distance for some harvest challenges Updated tag for lock pick loot boost from Lock Picking perk Forge Ahead magazine loot boost from Lock Picking perk is now capped at level 15 of workstation crafting Updated explosion radius stat displays for grenades and other throwables Harvest Challenge short descriptions to match updated parameters Harvest Rotted Meat Challenge description to match updated parameters Updated descriptions for Hordestone Twitch Game Events Updated salvaging XP stat on Scavenger Hat to prevent any confusion of the XP type Updated localization for dew collector description Iron storage crate texture balance for low light levels Ingame texture balance Updated archetypes.xml with the new hair color swatches Lock Pick perk level 1 no longer has a lockpick loot bonus Lock Pick perk level 2 now gives 1 extra lockpick when found in loot Lock Pick perk level 3 now gives 2 extra lockpicks when found in loot Updated localization for modArmorTreasureHunterDesc to reflect values in xml Armor Plating Mods and Banded Armor Plating Mods can no longer be installed into heavy armor to prevent immunity to damage due to stacking issues Very small reduction to max Physical and Elemental Damage Resist on heavy armor to prevent immunity to damage due to stacking issues Reduced Q6 Preacher outfit Undead Damage Resist from 20 to 15% to prevent immunity to damage due to stacking issues Updated localization for plating mods to reflect installation changes Updated Boomstick perk long descriptions with missing loot bonus verbiage Adjusted weighting of resource cloth to allow proper scraping of items like bandages and duct tape Splints now scrap for cloth instead of wood Moved store_hardware_01 to countrytown, with necessary driveway parts rwg_tile_gateway_straight3 removed broken bridge parts to work with straight3a and straight3b until the imposter issue is solved Fixed Inventory window is accessible for dropped loot bags that have disappeared Failing Steam Group validation can lock up the login process Navezgane blem in road Soft lock when joining multiplayer game from launch intent and then declining EULA Changing display settings messes with UI sizing Added workarounds and fixes for several POI reset issues Bicycle could play slide sound from forward motion when not sliding Vehicles would often not play slide sound from braking Game crash related to EOS_Achievements_UnlockedAchievement_Release Rolling NRE spam if upgrading block as zombie breaks it base_military_01 infestation chest & missing texture downtown_filler_07 QA issues addressed Fixed the ability to get incomplete quest on base_military_01 from bypassing switches Errant challenge hint for Place Door Challenge Wrong challenge hint for Place Land Claim Challenge Effects Textures do not refresh after quality settings change Hordestones do not respawn correctly Fixed Minifills should now use cylinders and spheres Pressing W to remove an armor piece doesn't update the character Damage from clients does not trigger the hordestone spawning Vehicle, drone and turret placement could duplicate them Light Array exception in chunk generation Equipment Stack calling slot change twice when handling move to preferred location Trader protection was removed for clients without data #rename_signs no longer worked with the new player containers Twitch GameEvent block buffs now give credit for kills correctly Electrical items that contain inventory lose all inventory on breakdown BlockVendingMachine and BlockSleeper were not properly clearing their TileEntity counterparts Consumables exploit using a charged bow the grenade pin reappears in grenade after it has been tossed Chunk Persistence tooltip localization inconsistency Fixed terrain blending with flat ground in rwg_tile_rural_corner_02 Fixed terrain density issue on rwg_tile_rural_corner_02 Fixed nonclimbable rope in abandoned_house_07 store_gun_01 missed trigger volume Formatting on campfire placement challenge Picking up forge leaves behind unit_ resources Conditional evaluation in XUi XMLs ServerDescriptions were escaping BB codes Stuck toolbelt tooltip Unable to filter for XP only death penalty in server browser
    12 points
  11. Sure if its about POIs fire away haha. Speaking of POIs, I just finished making a small countrytown book store since all of our other questable book stores are only in the larger towns / cities. Should hopefully make it into the next update.
    12 points
  12. Figured it out, will be fixed in next update (SI issue in football stadium). Thanks!
    10 points
  13. Please fix asap. It’s so disappointing that no one who plays on controller can test out and enjoy the new version with everyone else because it’s completely unplayable. A lot of people have played 7dtd for years and consider it their favourite game. It breaks my heart to think that my wife and I may never play again because of something dumb like this. We tried our hardest to suck up the changes and get use to it but it’s literally unplayable no matter how hard we try. I haven’t read a single positive thing about the new controllers yet. Not a single person is defending it. I know you guys can be stubborn sometimes and that’s ok, you’ve made an awesome game. But this isn’t something that people simply don’t like, it’s actually made the game unplayable..
    10 points
  14. Feedback: WAY too bright. The atmosphere of 7D2D suffers. I've been playing a long time too long 😬 and don't understand this one. Perhaps you guys want to show off the artwork, or help the newest players a bit, but the darkness invoked a certain pucker-factor because while the zombies generally couldn't see you, you couldn't see them either! Light sources and especially night vision googles suffer to the point of being useless except in some POIs where it is still dark. -Arch Necromancer Morloc 💀
    9 points
  15. We made some AI sound improvements last week. One of them was to play their random sounds twice as often. Another was their alert sound is deferred until closer if they are far away.
    9 points
  16. That's KZTV Channel 7 out of Navezgane, 250 kW. They do local news and "Morning Navezgane", otherwise it's reruns of The Munsters, Dark Shadows, Night Gallery, Twighlight Zone, and of course M*A*S*H.
    9 points
  17. It has been fixed a few times, but seems to keep coming back. Those old buildings are sure leaky. Seems like a job for Lathan. It could possibly just be a tint to darken it, but we have soooo much other stuff we are working on.
    9 points
  18. Our sound guy has it on his radar I believe. I recall him talking about it a few weeks ago.
    9 points
  19. I happen to have that script. You can even find it on the mod section of the forum, though it needs a couple of changes to support 1.0. Nothing too big -- there's one of the world files that changed size so I had to add some scaling to it -- I can push that change later today -- and you gotta change the "location" on the screen for each RWG setting. 1.0 has new settings, and you'd have to add them at various places if you want to try them out as well. Send me a private message if you are interested in trying it out. To the Devs, with love: Can we PLEASE add a sound clue when departing the area of a quest before completing it? The visual clues just don't work for me, because they are out on the edges of the screen (and rightly so). To the players in this forum, with begging: If you want that sound clue, react to this post. Gotta tell the devs (or me, I suppose) whether people want something or not.
    9 points
  20. @funpimps Can we get an update as to when this will be fixed? All of us controller players feeling left out as the game is unplayable as the controller issue is leaving us unable to play
    9 points
  21. Hi, so I created an account here on the forums just to give feedback on the armor sets for 1.0. Since we're still far from the stable release on July, I figured there should be a lot of time for a rebalance. I find that a few armor piece benefits are too unbalanced for early game. A good example for this is the Rogue head piece which gives a 2/4/6/8/10/20% increase to loot stage. The problem with the tier 1 benefit is that 2% is useless early game to mid-game. To even get a boost at 2%, you'd need to be at level 50 (50 x 0.02 = 1, so a total of 50 + 1 = 51 loot stage). This essentially makes the early tiers useless. My suggestion is that for the early tier levels, a flat loot stage bonus will be used instead, something like: Tier 1: +3 loot stage (no percentage) Tier 2: +5 loot stage (no percentage) Tier 3: +10 loot stage (and 5% loot stage bonus) Tier 4: +15 loot stage (and 7% loot stage bonus) Tier 5: +20 loot stage (and 10% loot stage bonus) Tier 6: +25 loot stage (and 15% loot stage bonus) I think this scales well with player progression, the moment they reach tier 3, they should already be at a level where the percentage boost would yield an increase in loot stage. There are also other armor set bonuses that don't make sense, for example the Raider set bonus is Crit Injury Resistance at 45%. Sounds nice but the Enforcer chest piece literally gives the same Crit Injury Resistance (but at 40%). My suggestion would be to remove the Crit Heal from the chest piece and move the Crit Injury Resistance there just like the Enforcer set. Faster Crit Heal isn't really useful anyway when you have Crit Resistance from the chest plus from food/med buffs. The set bonus should be something like Grandpa's Moonshine no longer giving blurry vision. For a set meant to be the end game melee build, I feel like not removing Grandpa's Moonshine blurry effect is wasted potential (the item itself is already expensive to buy on traders plus very tedious to craft requiring max Cooking skill books and materials are not renewable, why punish players for a late game craftable item?) The Lumberjack boots stamina regen is kinda pointless too since it only works when running. Why not replace it with something like Increased Honey drop rate from harvesting trees 1/2/3/4/5/10% chance? A player that wears the lumberjack set won't be spending time running around too much so I think this was wasted potential. That on top of the book that gives increased honey drop rate (5% only) would stack it to 15%. 5% was very low anyways, averaging about 1 honey for 20 trees cut. Plus we need something more reliable to honey drop rates since a lot of the Grandpa recipes at the end of the Cooking skill books require honey to craft. Traders don't always sell them and they are rare in tree stumps (not to mention tree stumps spawn so little and only in the forest/snow biomes). The Farmer boots already provide Seed Harvest chance so we can do that for the Lumberjack too. Other minor nitpicks: Scavenger head piece XP bonus is too little. Salvaging already provides meager XP plus in the early game, you'd be salvaging at most with a stone axe or wrench and it would take forever to salvage stuff. Probably something like 20/40/60/80/100/200. Increasing the XP to 3x the normal amount isn't really something big compared to mining late game or going at a Tier 5 POI so I don't see how this is an issue. Preacher arms are too overpowered at 10/20/30/40/50/60% increased damage to zombies when majority of the enemies in game... are zombies. I know it will become relevant when Bandits will be added since those aren't categorized as zombies. The biggest threat right now are cougars and normal bears but you won't normally meet them in quests or horde nights. This effectively makes other damage bonuses obsolete like the melee/ranged damage bonuses. My suggestion would be to cut the bonus to half at 5/10/15/20/25/30% while keeping the other armor pieces the same. The Rogue armor set bonus at max 30% more cash/dukes is way too little. You rarely ever find dukes in loot crates anyways, and even if you do find them, they are a small amount. The ATMs on average are like 500 cash, at 30% more, that is... 650. An armor set bonus for 150 more cash on an ATM that you rarely find on POIs... Maybe boost it to something like 30/60/90/120/150/300%? At 300% more, 500 then becomes 2000 cash which would make wearing the full armor set useful. Miner and Nerd armor set bonus are pretty much useless. At max tier for 35% less tool degradation is too little for wearing the whole set. All this just to save 1 repair kit which costs like 1 mechanical part and 1 duct tape, resources that are really easy to acquire. I think this should be changed. The miner should be increased drop rates for silver/gold/diamond or make it so tools don't degrade at all. The Nerd set I can't think of anything else but it needs to be changed since it overlaps with the current Miner bonus. Specific weapon damage boosts like Farmer arms (rifle damage), Ranger arms (revolver/lever damage), Nerd arms (baton damage), Enforcer set bonus (.44 damage and reload),and Nomad arms (radiated damage) should be buffed more since they are niche and overlap with the Raider arms (melee damage) and Commando arms (ranged damage). The Raider and Commando arms basically make the other arms obsolete. Plus the Farmer arms only max out at 20% for rifles while the Commando arms max out at 60% AND cover all ranged weapons. Too unbalanced if you ask me. Maybe something like 15/30/45/60/75/100%? The Enforcer head piece obsoletes the other barter head pieces since it covers all items and both buy and sell. Everyone playing on a server keeps it always. Assassin Tier 6 bonus is only a 10% boost to sneak damage at 10/20/30/40/50/60%. Why not just double it to 100% just like other benefits? The Hidden Strike perk already gives in increments of 50% plus the sneak candy on the vending machine also gives 50%. When zombies target you, you lose the stealth damage bonus anyway so I don't really see a point in trying to limit the damage bonus. The Farmer set bonus at 40% more health from food is kind of pointless since it's not like you'll be short on food. Maybe make it double health AND have food buffs last twice as long to make it stack with Iron Gut in the Fortitude tree. @faatal Hopefully this isn't coming off too critical. I just think a lot of the armor pieces need a rebalance or a change in perk. There's a lot of wasted potential on the benefits for the armor pieces. The dev team could review the perks in the skill trees and perk books and try to see if they can be used on the armor pieces instead to make them stackable.
    9 points
  22. The brightness change had nothing to do with streamers. As you said, streamers could already turn up the brightness. It was changed because it was thought to be a more practical play experience. I actually like it dark and have thought we could have day and night brightness settings, but we shall see where the team opinions lands after more testing and feedback.
    8 points
  23. Rumor has it that this function will be postponed by another month for every unnecessary capital letter. So it will be Q1 2027 now. Thank you...
    8 points
  24. If you set the volume to Wander mode.
    8 points
  25. Much thanks to the mystery TFP block maker. Here's a before V1.0 TV camera and an after V1.0 TV camera...
    8 points
  26. As a long-time player, my wife and I are unable to fathom why TFP decided to overhaul the controller scheme but some how make it worse. The radial menu is welcome, but everything else is very much a downgrade. It feels like the wrong target group was chosen to test controller support (did these people even play with controllers on <=A21 prior to testing?) Let me get this out there: There are many issues with this new layout, but let me give one example. If you took away the ability for KBM players to push 1, 2, 3, ... N to quickly swap between slots on their toolbelt/hot-bar, they'd be rightfully @%$#ed. That's what you've done with the D-pad for controller players. Many players, including myself, used the first 3 slots as "hots" so in combat or the heat of the moment I can flip to 3 important things with those directly accessible buttons on my pad. Time is precious in this game during intense moments and you've effectively hamstrung players who use a controller for this game. Everything takes longer, almost everything has one extra step. Meanwhile, traditional KBM players get to play business-as-usual. I'm going to repeat what I put on my Steam comment: I'm going to refrain from any other input, other than the following, about this V1.0 release because I feel this issue is so incredibly game-breaking for many PC players using controllers: ***Please bring back the legacy controller controls from A21 and prior.*** At a *minimum* allow players to choose the legacy mode. Whatever "legacy" mode the UI let's me change to is _not_ what I was expecting when I wanted to use the controls on A21< and prior. Valheim did it, so can 7 days. 1.) The 3 button hot swap with the D-pad was very beneficial during combat when needing to quickly change between things and knowing their fixed location in the toolbar (think 1, 2 and 3 keys on a keyboard) 2.) . I don't care what the 'console gamer consensus' is with regards to using horrible ancient one-square-at-a-time-style Minecraft UIs on Xbox/PS4 etc, but moving ONE BOX AT A TIME is never acceptable when you have a full analog control stick at your disposal that can be treated like a mouse input. As a PC player using a controller it's ridiculous. Other games do this nonsense too and it's what set 7DTD apart and I always applauded the game for having really amazing controller controls. Even Zenimax/Bethesda got controller support mostly correct. This is _NOT IT_. 3.) Having to hold Y/Triangle in order to perform actions against a selected item anywhere in the UI: what is this? What is the honest purpose of this, from what can only be described as some 'safety lockout feature' that costs additional time and steps to get things done in my inventory/UI/crafting? 4.) Smaller nit: Swapping reload and inventory/radial menu after players have gotten accustomed to one default with another is almost borderline troll-like behavior on the dev's part. This is a lesser issue since one can just remap the button, but issues 1 through 3 can't be fixed in that manner. Please address these issues. I know I'm not the only long-term player that has gripes about this. I've been playing this game for years and have many hours (you can look) and I've never really once ever had to come public about the horrible choice of game controls because I've always thought the game had some pretty awesome controller support already. Also, on Reddit, there are already tons of posts complaining about this behavior. There are undoubtedly a lot of existing controller-on-PC players you are going to irritate with this awful inventory management sleight. I'm not sure if it all was intentional or not, but it's bad, all bad.
    8 points
  27. I hope it becomes a toggleable thing down the road for RWG though. Like a Story map vs a Free Roam map or something like that
    8 points
  28. I did it! over 16,000 hours played. Started with Alpha 10.1 and never looked back.
    7 points
  29. Good evening Survivors! Another round of fixes before you. b333 Hotfix: Changed Next throw starts charging after the cooldown instead of being ignored Made the throw charging bar more opaque Fixed ItemClass collide with entity NRE if itemClass or MadeOfMaterial is null Unable to throw explosives if drag dropped into the selected toolbelt slot Clients in a p2p game are immune to zombie attacks b332 Changelog: Added Chimney Cap Large Smoke Ambient Sound Inventory UI Audio - Plant Fibers & Crops Inventory UI Audio - Various Resources Batch 1 Changed Moved player, chest and trader spawn point in playtest 20m closer to POI Updated several Simplified Chinese strings based on community feedback Initialize Harmony mod code first Fixed Wrong animations slotted into the '3P' layer of the bow controller causing 'missing listener' error Trader in playtest spawning 1m above ground Bow animation delay
    7 points
  30. So nice that the bow animation was fixed so quickly! I guess it won't make it for the actual 1.0 release tomorrow but I feel like the lighting this time was just overtuned. Nights are a bit too bright and it makes torches, flashlights, and night vision unneeded. It also effectively makes stealth gameplay stronger as you won't have to use lights at night that increase your visibility meter. Someone made a mod for the interior/exterior lighting for both day and night: https://www.nexusmods.com/7daystodie/mods/5422 Exterior Day - Tuned Exterior Day - Original Interior Day - Tuned Interior Day - Original I think the devs should revisit the lighting post-1.0 and make different ambient lighting for night/day. I'll admit some of the screenshots on that mod are too dark (but still brighter pre-1.0) so maybe somewhere in the middle? On some screenshots, the game look beautiful, makes it look cinematic even.
    7 points
  31. 1 more day before we get to explore navezgane again
    7 points
  32. We test changes, but with limited time, there is limited testing. This is why we tell people it is experimental and to expect a variety of issues. I am surprised the save games actually made it this far being still playable. It may seem like a lot of players playing experimentals, but actually a large majority of players do not play experimentals.
    7 points
  33. I actually prefer the new locking system, allowing me more flexibility in how to arrange my inventory than simply row by row from the top. Though I'd have preferred having BOTH systems, but maybe hard to implement without it being messy and confusing. Still it'll take some getting used to.
    7 points
  34. Yeah I know this is a rant but, wtf? 90 duct tape for a stupid drone? Is it just a gigantic roll of flying tape or what? Is this supposed to be some sort of @%$#ed balance thing? Why does it have to be NINETY?! Seriously... it's enough to build a Myth Busters' duct tape plane. Shouldn't it be like 90 polymers and maybe 5 DT? Anyway, I guess I'm just going to ignore that zero, give myself a drone via CM and drop the remaining components back into the CM menu. I'm not going to enable this stupidity.
    7 points
  35. There would be a minor performance hit, the more wandering, but not the reason. 1 in 10 because it is a new feature that needs feedback on how it effects the game. I don't believe in making large changes and just hoping for the best. Incremental is better than yo-yoing around. We use a professional localization company, but we also have a full time tester who is Japanese, so those get more immediate fixes.
    7 points
  36. The team is working on some controller updates, but no details will be given at this time.
    7 points
  37. They likely use traders due to inventory. If you claim it without thinking and it automatically added the rewards to your inventory, if your inventory is full it would just spit them on the ground. It would be simple for them to just add a generic "Claim your reward from your nearest trader!" somewhere on each one where necessary.
    7 points
  38. Loving the zero skull POIs. Especially when they tell a story without any words. Also noticing many small details in the models - several times I had to stop and think if that was something new or if I just have been missing it for some time. Really enjoying V1.0
    7 points
  39. Thanks for the kind words As bdubyah states above quite a few things to tweak and deciding which vehicles will benefit more from the visual mod side of things, all vehicles have had a base level pass over and all of the wheel rotation issues that came up in V1.0 update are sorted and the new XML changes are implemented now. Biggest pain for Vehicle Madness now is the vehicle seating side since TFP changed the player character but I am plugging away at them and so far I am at vehicle 23 with another 44 to go ( and some are 9 Seats per vehicle omg ) lol. So I am at a stage where Vehicle Madness in general is working as before but with wonky seats on 44 of them lol. Also some vehicle textures and wreck block textures will need sorting for V1.0 and a few vehicle wreck blocks need slight adjustments . So it wont be out at least before a stable version of V1.0 drops and maybe a few weeks after that. Some tests with vehicle visual mods .... 🙃 Regards Ragsy !!
    7 points
  40. Trader quests progress from lower difficulty biome to highest. If the next biome is missing, you will have no destination. You will also not have the type of trader that goes with that biome. You can always wander around and find traders yourself. My daughter and I are are playing together and we only did the dig quest at Rekt, then just left the forest for the burnt forest, as I wanted something different, and just searched around until we found the big town and Jen. I had a basic memory of how RWG laid out the map. We did not even place a storage chest until day 5. Play the game how you want, but as we add more biome progression (hazards/weather), story and end game content, it will require playing in a way where those features can chain together if you want that content to fully work.
    7 points
  41. Survivors! This b325 EXP update is deleting the old EXP Pregens. New ones are provided and named differently to prevent accidental savegame issues. To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder: %APPDATA%\7DaysToDie\GeneratedWorlds Locate your existing world here: <Your_Steam_Library_Drive>:\SteamLibrary\steamapps\common\7 Days To Die Alternatively, find it by: Right-clicking on the game in Steam Selecting "Properties" Going to the “Installed Files” tab Clicking “Browse…” Opening the “Data” folder Opening the “World” folder If you didn't copy the old Pregen world before the update, don't fear. You can still download the EXP Pregens here: Google Drive We’ve made significant improvements to RWG since the original Pregen worlds for EXP. We want you to enjoy these enhancements, but we also respect your current save games and want you to continue playing if you wish. Thank you for your understanding and cooperation! We are preparing for stable next week. Have an awesome and fun filled weekend, The Fun Pimps b328 Hotfix: Fixed: Twitch bit commands not working b327 Hotfix: Fixed: save game breaking NRE spam resulting from dropped molotovs b326 Hotfix: Fixed: hotel_02 not spawning B325 Changelog: Added Inventory UI Audio Drugs & Candies Inventory UI Audio Trophy Inventory UI Audio Books Inventory UI Audio Coal Inventory UI Audio Door Knob Inventory UI Audio Gas Can and Oil Inventory UI Audio Short Iron Pipe Inventory UI Audio Dyes Wilderness_filler_20 Filter server confirmation texts and server names in progress window. RWG township outskirt district parameter to scale down tile count RWG country towns have some rural tiles RWG mountain stamp smoothing Prefab editor: ControlShiftV paste preview also shows terrain blocks Engine fire SFX for vehicles Locked slots in inventory can be selected per slot Pregen04k1, Pregen04k2, Pregen04k3, Pregen04k4, Pregen06k1, Pregen06k2, Pregen06k3, Pregen06k4, Pregen08k1, Pregen08k2, Pregen08k3, Pregen08k4, Pregen10k1, Pregen10k2, Pregen10k3, Pregen10k4 for v1. Player ragdolls have stand up animations Wraparound navigation for DPad navigation. If there is nothing to select at the edge of the UI, selection will be made from the opposite edge of the screen. Downtown_filler_05 as tier 3. Remnant_downtown_filler_23 Added Trader Voice Actors to credits Xml, loc, icons, mats, and prefab variants for tvCRT_PlayerOff and tvCRT_PlayerOn to prevent confusion/inconsistencies with icons and placement preview Wilderness_filler_13 ItemStackGrid cycling. Press the back/select/touchpad button to cycle through active item grids (inventory, toolbelt, loot containers etc.). If you are holding an item in the draganddrop slot, it will attempt to find an empty slot to select. Adjusted fur, added glowing eye, and brightened up flesh on Zombie Bear Changed NpcTraderTest is now using Trader Hugh model and voice Max Health reduced properly for sprains vs. breaks Rearranged the props behind Trader Rekt to see the menus a little easier RWG District to support alternate names like forest_rural RWG DuplicateRepeatDistance default to 1000 RWG has reduced chance that duplicate POIs are near each other or for empty tiles RWG mixer mintiles set to 0 does not increase the chance to get that tile RWG preview only shows POI meshes on Highest setting Improved RWG plains, hills and mountains terrain generation using smaller tiles, better blending and mountain grouping Improved RWG street tile height smoothing to the surrounding terrain by using a box blend Improved forge rendering performance when burning or crafting Optimized electric shock effect. Added toggleable shock effect to character shaders. Deleted EXP Pregens Made the box shader showing land claim sky high beams instead. ChunkTransparent material render queue changed from 2000 to 2500 (Fixes grass rendering over chunk glass) Updated tags on several props to allow harvest of pipes and radiators to count towards harvest challenges Removed drop bags from all animals except Dire Wolf and Zombie Bear DismemberMultiplierHead set to 0 on Dire Wolf and Zombie Bear Hybrid cursor/DPad navigation for controllers. Left stick can be used to toggle to the cursor at any time. Pressing a DPad button will revert to the directional navigation. Restored scaling of traderHughSignInteriorPrefab to prevent clipping issues Excluded the extends of tags and index on modular rope set to prevent misleading nav icons for the polymer harvest challenge Increased HP of Dire Wolf Increased DMG of Dire Wolf hand item Updated buff lists and weights on hand items of Zombie Bears and Dire Wolves to be more deadly Adjusted XP on little bear and zombie bear Rwgmixer limited sawmill_01 to spawn only in forest, burnt forest and snow biome. Also rural_outdoor_wedding_01 to spawn in forest. Sawmill_01 reduced the amount of spawn chances. Hotel_02 replaced red coolers for yellow coolers. Rwgmixer.xml added spawn biomes for rural_outdoor_wedding_01, snow and burn forest. House_modern_24 optimization pass reduced 307k verts / 87.5 tris. Added triggered sounds Roadside_checkpoint_05 added sound to draw the player's attention. Removed duplicate coolers in aaa_block_props Updated mat for Trader Bob Interior Sign with no lights Adjusted RWG country town and mountain settings Limited RWG spawning of gateway straights to min 0, max 1 as these cannot have traders Restored controller settings for cursor sensitivity, hover speed and cursor snapping Improved handling of combo box and pager gamepad callouts that work consistently with both Dpad and Cursor navigation Default controller binding for inventory while in vehicles now the same as the onfoot inventory binding Extra security for ensuring on console platforms changing inputs to a controller will always use that platforms icons Improved contextual usage of the right stick when highlighting paged lists and combo boxes with the virtual cursor. Updated colliders on clothes half shelves to allow projectiles to pass through them easier Remnant_downtown_filler_19 changes made based on feedback Remnant_downtown_filler_12 reduced verts from 358k to 326 and tris from 147k to 136k Hotel_02 added visual aid to path All military POIs given siteMilitary theme tags and 500 distance. Apartments_02 added elevator sound. Minor blocks update Remnant_downtown_filler_19 changes made based on feedback Updated tvBlockVariantHelper with new tvCRT player versions Dismemberment adjusted the lifetime of the parts during blood moons Updated localization for resourceNailDesc Serverconfig.xml to reflect new pregen names in world list comment. Fixed Swapping toolbelt while throwing timed charge results in invisible weapon Stun baton charge animation missing when moving it to a different toolbelt slot, Disabled dynamic batching. Fixes cases where motion vectors for skinned mesh renderers such as zombies were being drawn through walls, causing visible distortion with TAA or FSR enabled. Big Biome Decos spawning inside POIs. Replacing blocks does not reset number of upgrade hits. Error when dew collector is destroyed while a player has its UI opened The 'RightArm' and 'BothArms' animation masks were both missing the roll joints causing some really ugly deformation on the arms when poses were played through those masks Controller cursor gets stuck off screen when the save confirmation dialog is shown on the world gen preview window Default input for news screen set to relevant mode on consoles, not Keyboard. Trader_hugh tree clipping Missing texture in remnant_house_20 PC Xbl Online games freezing game on exit Load audio creating source objects when beyond max distance No trader teleport when riding on a 2 wheeled vehicle Ambient stinger sounds play too often RWG sloped highways not smoothly blending height to street tiles Forge did not update effects when crafting stopped until the window closed Warnings logged about convex meshes Effects Textures do not refresh after quality settings change Punching while an item completes repairs and returns to that slot while punching fix has had a regression. Player corpses play pain audio when struck. A thrown rock does not make a sound when it strikes a target. Fixed MultiBlockManager error spam when joining a Prefab Editor session as a client. MBM will now correctly initialize in client mode, supporting client side MultiBlock terrain alignment functionality. Fixed logfile argument passing in Linux dedicated server start scripts Fixed land claim boundaries not being cleaned up. Picking up empty workstations creates a loot backpack for a short moment Weapons sometimes require toggling mod twice to turn back on after repairing. Clients were able to perma sneak attack in combat Ranch_08 terrain density issue Countrytown_business_01 missing textures. Plaster casted leg instantly heals if they break it again Male assassin outfit can be seen clipping into camera when wrenching Drape texture Treasure quests have the red symbol for no quest progression. All completed quests count toward progression on relog. Messy bunk bed clipping issue with blanket Forum Report: Storage Crate upgrade issue in MP Gap in skin when holding 1 handed item Wooden Signs description Description for Scavenger Boots needs correction Wrong variable names used for localization strings on crafting challenge reward quest Prevent index OOB error when closing the map screen due to pager counts changing. Quest tier progression count and quest limit debuff are not accurate. Fixed ordering of face buttons on the controller layout diagram Right stick paging not working while virtual cursor is active Unplugging a controller on PC reverts to keyboard controls properly. Inventory radial menu can be used while in a vehicle List of guns that are missing reload animations from 2nd player perspective with SDCS characters Deploying a junk sledge causes other junk sledge in hot bar to be deployed with altered quality level. Hazmat radiated color variants have orange limbs when dismembered Guard tower SI issue in football_stadium POI. Moved the Duplicate Repeat Distance field to the Prefab Tags tab. Prefab clone constructor not copying over the other prefab's `ThemeRepeatDistance` and `DuplicateRepeatDistance`. Prefab Editor not giving unsaved changes warning when Difficulty Tier, Theme Repeat Distance or Duplicate Repeat Distance was changed. Farm_08 fixed mispainted textures and terrain density issue. Stop console error if item stack swap icon fails to load Mismatched textures in office_03. Path jump exploit in theater_stage_01 Missing driveway part on house_old_bungalow_01 Hotel_ostrich curb adjustment Warehouse_01 missing part of catwalk. Farm_17 missing texture. Janitor zombie's dismemberment issues Inmate zombie has striped texture on hand after dismemberment Theater_stage_01 roof wrong zombies early breakout making path confusing. Zombie cop and mutated zombie stand up to "puke" when they have no legs Misspelled localization lines Fixed Suggested Chinese localization edits Remnant_church_01 collapsing windows frames when picking up food pile Vehicle tire colliders using wrong shape Downtown_strip_12 fixed mispainted texture. Players were trying to head look during ragdolls Clients on P2P or on a server receive duplicated turret ammo/other similar placeables
    6 points
  42. Congrats to TFP on passing certification on the new console version. Looking forward to do a console playthrough on top of my current PC run
    6 points
  43. The 25th i believe is stable (i think i Dont remember) will everything thing be out then. Like the hogs, coyotes Etc God I can't wait
    6 points
  44. Don't worry, we've been observing a lot of feedback and are discussing plans internally.
    6 points
  45. That's a bummer. If you would, please send us an output log on the bug forum so we can take a look. The next one like B317+. We just wanted to give folks a heads up this round .
    6 points
  46. Being a long time player of 7dtd (since alpha have 8) I have seen a lot of changes and always enjoy the next update. This time we got a lot of polish with zombies, POIs, textures and models. One thing always remains in need of work - the wilderness. It feels rather like parkland to me. It's the one thing that stands out with each alpha. The new shorter grass is great but the older tree models have been around since alpha 16 and their is a lack of variation in the landscape. Can the wonderful artists try to work on some wilderness variety. Things that come to mind are rocky outcrops, verges by the roads, river edge flora and reeds, variation of flora around trees, soil texture change, tree base texture variation, rock and small cliff outcroops, fallen trees, undergrowth and overgrowth. Higher densities of trees and lower density clearing areas. If we can fit so much in a city block, how much can be done to the wilderness with even half the resources. At the moment the wilderness is just an expanse between towns. Love the game, can't wait to see what's next.
    6 points
  47. Loot % added to todo. A enemy health slider is not out of the question. Todo. 1 Exact percents would not actually matter as there is limited granularity in how the code/data works. 2 Dynamic caves is something I would like to do someday. Gazz no longer works on the game. Allan does numbers for loot, items, armor and lots of other stuff.
    6 points
  48. Everyone who tries to infere the chance of getting honey with just 20 or 30 tries should be slapped with the life-sized stone statue of their math teacher. Haven't you learned anything from multiple years of playing a looting game?
    6 points
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