If you want up or down votes as much as a discussion, OP, you could make a poll on the official forum[community.7daystodie.com].
You know, power attacks don’t feel right for harvesting tools (wrench, ratchet, impact driver) because of the animation. It looks like you’re just whacking the target instead of harvesting it, so I don’t expect to get resources beyond what I’d get wailing on the target with a pickaxe. I wonder if others feel this way: that a power attack should still look like you’re manipulating the target to extract useful parts, for visual communication reasons.As for bone knives, there’s an added trick to harvest faster. Aim at the air above the target when pressing the power attack button. You’ll trigger the ‘power melee attack’ stabbing animation, instead of the ‘harvesting power attack’ animation, which is a slower slicing across motion. So long as you aim to hit the target when the knife lands, you’ll harvest it the same either way. You can harvest a deer in one second this way.
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As of this writing Version 1.4, build 8, is the latest stable build. As such, it’s what everyone with the game downloads by default, unless they manually select some earlier build to play instead. Experimental builds are always opt-in only.
Originally posted by SiEgE: I think it was named after Corporal Shepard.
“I’m Commander Shepard, and this is my favorite pie in the wasteland.”
Unfortunately delayed.
https://x.com/7DaystoDie/status/1910915756834877711
https://x.com/7DaystoDie/status/1910915756834877711
Originally posted by Tahnval: The dish is named after people who herd sheep, though. The meat in it is sheep. Anything else isn't really shepherd's pie. So the food in 7DTD isn't shepherd's pie. Or cottage pie, which is made from beef. The pie in 7DTD is like the chicken bacon. An abomination.
Wait, why is it an abomination? It’s made with lamb[7daystodie.wiki.gg] in the game, which is sheep. In fact it probably exists only because the lamb ration was already in the game, back when Madmole needed to come up with something[community.7daystodie.com] survivors could cook from the canned foods they had. The beef ration is used for other recipes. So even if you’re an ingredient purist, I’d say they got that part right.If the spelling is unequivocally wrong, then I’d report it as a localization bug, They’d probably fix it, unless they think of it as a canonical colloquialism like “Forgettin’ Elixir.” Read more
I get that you're not making a 'waaah, I want it now' argument, OP. Still, while it's not up to me I can't say I buy into the idea. For one thing their all-at-once release schedule works well for them, generating anticipation in the community that wouldn't be the same with, say, releasing one new doodad every week. I think they pride themselves on each major release feeling like a new game, and how this makes it worth coming back to in a way incremental progress wouldn't.But setting aside the business strategy and logistics, I'd let the baker make the cake. Even if trying the Experimental build is analogous to tasting the cake batter, we don't need to taste it once after the flour is added, and then again after the sugar is added, and then again after the eggs are added. Let the baker add the ingredients needed to make it qualify as cake batter, and then we can see if they added too much or too little of this or that. Anything sooner than that risks reacting to the as-yet-missing...
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I don’t know if it’ll ever happen, but Madmole has talked about doing that going back a long time. As usual, having the idea is the easy part.
Originally posted by MeAndMeVSU: I'm not sure I follow exactly. But it sounds like there might be a way to make this happen?
Sorry, I’ll rephrase. The game needs to remember your favorites in memory somewhere. Right now, they’re apparently remembered as part of your saved game. Since you want them remembered across different saved games, the game would need to remember them in some other place. I’m saying your player profile would be a good place for the game to remember your favorites, however, I’m only speculating about that, since I haven’t looked at the code. This change would be low level enough that you’d probably have to rely on the developers doing it, rather than a modder. Read more
Without knowing the code, it would seem like those favorites could be made to be saved to your profile, which can be used on multiple saves.
Originally posted by Redarmy: TFP's said, once 1.0 hits, all future saves will be compatible going forward.
Got a source for this claim?
Originally posted by Trooper Bri: What backpack? There's not a detachable backpack in vanilla…
Originally posted by Macdallan: …As for a backpack you can drop - I get what the OP is suggesting but the game doesn't have bags or backpacks at all so you aren't going to be able to drop what you don't have. Your character is not wearing a backpack…
The player character can and does drop a backpack… if they die. I guess y’all are so into that permadeath playstyle that it slipped your minds?
1. Without dismissing your idea OP, I will say you could create an RWG world with the “wasteland center” biome distribution. Then you could head for 0,0 and know for sure you’ll hit the wasteland. And if you feel the wasteland is where it’s at, then crank up the wasteland percentage so it takes up most of the map, and your journey will be short.
Since the things you’re asking for would mean reducing or removing aspects already implemented rather than adding new features, it would be pretty straightforward to make a mod that does this.
On the OP’s question, you’d need a new map one way or the other to get different traders in different spots. An alternative, assuming you’re admin of the server, would be to use the F6 debug menu and simply spawn whoever you want where you want them. For instance, you could go to Rekt’s POI in the forest and spawn a Trader Jen within his trader compound. Then your players could interact with whichever trader they want.I’m not aware of any dev plans to go back to biome-agnostic traders.
So, in this topic…
Lightning in Alpha 12.5
The SMG in Alpha 16.4
Why the game wasn’t finished 3-5 years ago
Raising the price of the game
Developers answering community questions
Whether the devs are on hard drugsAt a minimum, that’s way too many subjects to follow for one thread. Please pick one topic when making a thread.
Lightning in Alpha 12.5
The SMG in Alpha 16.4
Why the game wasn’t finished 3-5 years ago
Raising the price of the game
Developers answering community questions
Whether the devs are on hard drugsAt a minimum, that’s way too many subjects to follow for one thread. Please pick one topic when making a thread.
It looks like that Beipanjiang bridge is built like this (top view).⬛️🟥🟥🟥⬛️
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⬛️🟥🟥🟥⬛️Notice how only one side of each white pillar block is touching the load of the bridge in red. A small adjustment will yield much more support under 7DtD’s deliberately simplified calculations.⬛️🟥🟥🟥⬛️
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⬛️🟥🟥🟥⬛️Now the white pillar blocks are touching the load on the north and south faces too. Each face can bear its own load, so this is much more stable.If you don’t like the pillars encroaching on the width of the bridge deck, simply stop building up once the pillars get that high. Anything above the bridge deck is superfluous for SI, so leave it as part of the flush top surface. Your bridge will look different from the real one, but you’ll build it more efficiently with fewer pillars needed. There are other optimizations you could make but this stands out as the big one. Read more
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⬛️🟥🟥🟥⬛️Notice how only one side of each white pillar block is touching the load of the bridge in red. A small adjustment will yield much more support under 7DtD’s deliberately simplified calculations.⬛️🟥🟥🟥⬛️
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⬛️🟥🟥🟥⬛️Now the white pillar blocks are touching the load on the north and south faces too. Each face can bear its own load, so this is much more stable.If you don’t like the pillars encroaching on the width of the bridge deck, simply stop building up once the pillars get that high. Anything above the bridge deck is superfluous for SI, so leave it as part of the flush top surface. Your bridge will look different from the real one, but you’ll build it more efficiently with fewer pillars needed. There are other optimizations you could make but this stands out as the big one. Read more
Originally posted by Invader Zim: I'm more interested in how you got either of those weapons by day 2.
Huh? Nobody said anything about day 2 before you did.
Originally posted by Jonnson: snip
It sure sounds as though you’re staying in the deliberately less scary places, when you talk about not seeing animals & other enemies spawn at night. Last time I made a base in the wasteland city, there were always enemies at night. I’m talking multiple dire wolves or zombie bears, every single night. Not from screamers or Blood Moons, just prowling the city ready to notice you. Even during the day, it was cumbersome to do any significant building because there was always another zombie to interrupt you. I’d go through so much ammo just trying to get the local area secure for a few minutes. Read more
The kinds of things you cited [edit: in the top post], like changes to obtaining water or collecting magazines… it’s not clear those made the game any less scary (which, like you allude, is a separate discussion from difficulty). They did make the game pretty dang bright even at night, so that’s less scary. But on the other hand,
None of these things were true just an alpha or two ago. And there’s potential for the ga... Read more
- One of my more recent oh ♥♥♥♥ moments was when a dog damaged a metal door until the hole was big enough for it to squeeze through and run after me. They couldn’t do that before.
- Not only did dire wolves (and other animals) get a visual makeover to look much scarier, but I swear they seem to ‘play dead’ sometimes when hit before moving again, which makes it very unsettling when you can’t tell if they’re really down.
- There’s now a night-only quest type.
- The game can put the Blood Moon on random days and give you no warning until it occurs, if you set it that way.
None of these things were true just an alpha or two ago. And there’s potential for the ga... Read more