>Hey guys, I just wanted to chime in and say I am waiting for GUI transparency before I do the video. It will be so much better like that so it will be worth the wait. I didn't want to make a video where I am making excuses this close to release. So be patient, I'll do it ASAP.
>The game is playing insane. Mocaptured HD zombies are a huge game changer. Melee is now viable and rewarding. POI placement is better. RG is improved. There are too many things to list, but the best way to explain it is just wow, this game is kickass now. It feels so polished and sweet, it makes mundane things like mining and upgrading fun. Combat is crazy fun though. Weather can be a challenge too. Wellness takes time now too, antibiotics don't give you wellness any more.
http://7daystodie.com/forums/showthread.php?29708-Developer-Diary-Alpha-13&p=344253#post344253
Sorry to be the bearer of bad news, but MM urged us to keep our pants on:
> Sorry to derail the hype train but it's not that close.
> Edit: I had my first good night without a showstopper is all... we're close but still have guys with 30+ bugs. Some guys don't have any bugs and are now helping others with their bugs. We're working hard, but want this build to great and need more time.
14.6 patch notes here. Notable changes:
> Fixed: endless blood moon hordes.
> Fixed: Add Scrap Function for items in loot containers.
> Fixed: Add the “wear” option when clothing is in a container.
> it's about 3-4 days away from being tight 100% ready to launch
12hrs ago, from madmole who's part of the staff link
New Gun System – We’ve been planning on a new Gun system for a few months now and we’re finally ready to start on it. The new system allows players to find whole weapons that can be broken down to yield a specified number of good parts. The parts and assembled guns have 7 quality ranges including broken, damaged, poor, average, great, flawless and legendary. Once the player collects enough good parts he can assembly a working gun. The sum or average quality of all the parts determines the sum or average quality of the assembled weapon. The parts themselves govern attributes like damage, accuracy, degradation rate, scope zoom level, knockback strength, penetration and falloff range. This will allow for hundreds of thousands of permutations of guns. Later this system will also be used for Armor, Tools and Melee Weapons.
Precisely the reason the first thing I did was to script an autohit (middle mouse btn) and autorun (3rd mouse btn) keys in AutoHotkey. Can't play the game without it.
I remember the days when I played MuOnline and put a book as a weight on left mouse btn before going to school. Farming those souls and blesses.
http://7daystodie.com/forums/showthread.php?9738-INFO-Change-Survival-SP-to-Survival-MP
Need a hex editor to change a number, it's pretty simple. Make back ups first, etc etc
Note: I haven't done this since A15, so not sure if it still works, so ymmv.
Quote from TFP Dev, Madmole: "IMHO the pine forest was our best biome in pre alpha 7 because those trees actually had 3ds models for branches. So the other biomes are even more improved than this one. Now we have full blown unity trees which sway in the wind and theres a huge variety of them and they are much bigger than the old trees, which is cool because they dwarf the houses now and it just feels so much more immersive. And the framerate is improved so it's a win across the board. The ground instead of a 512 texture is now a 1024 or 2048 so we've got crisp grass when you look down instead of blurred pixels. It's a huge improvement to say the least."
We're still in A16 on PC at the moment I think (it's been a little while). Here is the link to the 16.4 notes.
http://7daystodie.com/alpha-16-4-patch-is-out/
Basically as you level up you gain skill points which you can use to level up or unlock abilities. There are also certain skills that can't be unlocked until you are a certain level. (i.e. Steel smithing can't be unlocked until you are level 40).
Hope this helps!
Madmole wrote this on the forum 2 hours ago:
> Under 30 and they can wait until post launch patch. We are smoke testing a build now, and preparing a release candidate to test later tonight. If it goes well we might see an evening launch, if there are problems we'll release tomorrow if possible.
>All of the "BY THE END OF FEB!" and "BY MARCH 15th!!!!" is all speculation. None of it was ever from anyone official.
The "End of Feb" date came from the devs themselves, on their website.
The March date came from Madmole, the lead dev, on their forum.
The date of the 15th was just something Madmole said in the forum also as the date he expected the patch to be released before.
A friend of mine bought it on greenmangaming for $8.99 a few days ago
EDIT: Here's the link if anyone is interested. I know it says $9.99, but it changes I think once you log in.
Madmole wrote this on the forum yesterday:
> We're removing tedium and introducing real balance and choices. Coffee was simply better than water before now water is better at hydrating you, coffee is good for stamina boost and it warms you up, which is beneficial or bad if you are wearing a lot of gear and are in a hot climate. Red tea cools you down (yes another new item). Now there are specific beverages for specific needs, rather than just super beverages all over the place. It's much more balanced and each item has meaning instead of just pour on the sugar and get fat mentality. > > Later we'll add addiction to the more powerful chems in the game.
What you’re suggesting is still kinda vague. I think Wube software (Factorio) gets it right with their weekly updates. There are a couple of screenshots to contextualize the update, and the whole article is specifc enough to invite feedback and discussion.
> there is nothing indicating this behavior in game
Land Claim Improvements
Well you know for build 11 they're "maybe" adding a motocycle that you'll have to find part to repair and fuel it. Not sure but it's on the their list.
http://7daystodie.com/alpha-11-status-christmas-contest-winners-more-news/
The good news is that everything is very moddable. Someone has already gone through and did an extensive overhaul of the game to make it more hardcore. The mod is called "Better Than Giant Bees: Hardcore Survival". With modding there will be many ways to address things that may not be perfectly suited for a particular play preference which is great.
I have a couple that I would like to see:
Mod the oven and wallOven in blocks.xml to allow them to be upgradeable to a version of the block that will act like a campfire. forum post with details
Mod the empty jar in items.xml to also fill with water when focused on graniteSink and cabinetOldSink.
I'll noodle on some other ideas.
Listen dude, before going on offensive, do a thing: check my profile. See that 2500 hours in Warframe? Warframe was originally a PC game that went crossplatform on about 2 years ago for XB1 + PS4. They have exact same story going - content is roughly 6-8 months behind on consoles. And its same for most games that go crossplatform, unless they came from consoless originally. If you don't trust me, check warframe forums. There is no conspiration: http://clip2net.com/clip/m351651/0eeff-clip-17kb.png?nocache=1
You can if you're on PC. The program is called Autohotkey. I've got several toggles, auto run, auto run with sprint, auto punch for grass and drop or craft scrapping, and the super speed auto grab and place for farming because you can't just hold right click and place shit like minecraft.
Nope. If you want them to even have a chance of seeing your post, you have to post on the official forum (aka Fun Pimps Safe Space). Beware, if you dare criticize the game, you'll be torn apart by ravenous fanboys and moderators, or even banned for like if you dare argue with them beyond your "correction", like what happened to a friend of mine.
I've even had madmole even reply to a few of my posts there. Meanwhile here on this subreddit, there's like 2 staff members that even post anymore, one of which is primarily involved in the console ports. Someone will argue with this post that madmole used to come here, but he hasn't in years.
The problem with the console version is that MS & Sony get very annoyed if your game breaks on their console. They get less annoyed at early access games but Telltale kinda fucked up and 7D2D is NOT early access on console (your $30 or whatever gets you what was in Alpha 14/15 [it was a weird hybrid], anything else is a free bonus). So the console devs (Iron Galaxy) have to try to be careful and avoid massive bugs.
Clearly they've had issues based on the hotfixing they had to rush through when the console release happened, but they are nowhere near as bad as TFP have been on PC. Scroll to the bottom of this and look at the Known Issues when they officially declared Alpha 16 was being ready for everyone. A number of those issues were big, such as the sleeper spawning, concrete not drying, the Null Reference Exception issues (those can be a killer if they happen in the wrong way). And in the past TFP have had major issues with RAM usage and lag, which are things you cannot afford to have on consoles because their specs are lower than a typical enthusiast PC.
Telltale and Iron Galaxy have stated that their goal is to port stuff across to the console version when it's working properly (or close to it) on PC. That will probably take a while for individual new features because PC is still in Alpha, and Alpha in software development is supposed to be when you're still chucking in new features and not when you're supposed to be making them work perfectly. It likely will not come across matching specific Alpha releases on PC, just as the console release had some Alpha 15 stuff in it before PC had Alpha 15 released. But, if they are true to their word and their long-term goal, it will come across eventually.
Wife and I have avoided building any minibikes because we don't want the heartbreak of one disappearing. I hope they release the new patch soon. Madmole posted it's coming soon on the official forums: http://7daystodie.com/forums/showthread.php?29708-Developer-Diary-Alpha-13&s=02a5e246861cfca54e118e8ab8f401a1&p=293773#post293773
Temperature "heat" is not what they mean when they say "Heat Map"--heat is a colloquial term meaning activity. Think a "hot stock" on the stock market, or "things are heating up out on the ball field." Actual warmth is not what attracts zombies to cooking fires and forges, it is the consumption of the fuel--hear that "cachunk" sound when fuel is taken up by each? That sound marks when you are adding to the activity signature of the area, aka the "heat map".
Only noise and smells at this time increase the "heat" of a given area. Noise can be anything from opening containers to setting off pipe bombs. Chopping trees, digging ores, shooting guns all add heat. Smells come from killing animals and not cleaning up the remains and raw foods not kept in containers.
Here is a rundown of the effect of each action: http://7daystodie.com/forums/archive/index.php/t-20116.html
The relevant bit for this discussion: "Forges only create heat when using a new fuel piece - 2% generated per fuel piece used The same occurs with campfires, only when a fuel piece is used is heat generated, in the same amount as a forge."
http://7daystodie.com/forums/showthread.php?9027-Developer-Diary
Click Madmole's name and follow his comments and answers to questions throughout the thread.
The reason why I didn't mention it in the dev diary is because those concerns don't really have a place there. It's just for talk of feature implementation/mechanics/gameplay specifics etc,.
I asked the bees and dog question a while back and got answers that the reddit server removes those but other then that no one actually told me how to. I would love to know this as well and I hope you get answered.
Also, I've always thought it was stupid that a zombie smacking a concrete wall was enough to break it so I am also interested in this answer.
EDIT: http://7daystodie.com/forums/showthread.php?6695-MOD-No-Special-Mobs Just tried it now and it works with the latest build at least for me it does. I haven't seen a bee or dog in a while and no crashes either.
Same issue. Did some digging and I believe that EAC needs a connection to client.easyanticheat.net in order to work, and that server is currently down.
http://faq.easyanticheat.net/content/20/19/en/eac-disconnected.html http://www.isitdownrightnow.com/client.easyanticheat.net.html
Not a 100% on this, as I've just started altering the config files myself, but I think this should work.
1) Get into this folder Steam/steamapps/common/7 Days to Die/Data/Config and find the entitygroups.xml file.
2) Make a backup of this file just in case, and if you don't already have it download Notepad++ https://notepad-plus-plus.org/download/v6.7.9.2.html you'll need it to open the .xml file
3) Open the entitygroups.xml file and looks for a couple lines of code that look like this
<entitygroup name="HornetGroup"> <entity name="hornet" /> </entitygroup>
and
<entitygroup name="ZombieDogGroup"> <entity name="zombiedog" /> </entitygroup>
Now here's where I'm sketchy on things. You might be able to just delete the code (or comment it out) and save the file, viola no dogs or wasps. Or, you could alter their spawn probability to 0%, if you look for the bear you'll see the spawn probability for them has been set at 10%
I'm sure someone out there has already done this, and welcome any ideas other might have on how to do this better.
i had thought my hordes stopped, but after the ramp up to 49, and a return to mild day 7 i was having hordes and not even realizing it (new player since just before a13).
someone had also posted this fantastic horde schedule for servers and local mp
Ugh, something similar happened to me when I first started using steam back in June 2015, you're in for a few weeks of hassle. That fiasco is the reason I no longer purchase games with DRM or are in some way locked into some online service. If you haven't already, take a look at https://store.steampowered.com/account/history/ and see if there were any more purchases of 7DTD that may have been gifted to another account.
My tip: Have a look into the Linux Game Server Manager Framework.
Basically that's just some bash scripts that automate the setup and configuration of a gameserver. But they also give you a handy script to make most actions with 1 command. Like backup, updating the server (works good for Vanilla, for modded server mostly not, but depends on the game), etc.
And because of that the stuff can very easily be put in a Cronjob or your script that gets called via Cron.
Their website is here: https://linuxgsm.com/
Their GitHub repository with the scripts is here: https://github.com/GameServerManagers/LinuxGSM
I used them so far to host an ARK, 7DTD Vanilla and 7DTD Starvation Mod Server and it's awesome easy. Saves you a lot of time :-)
for PC:
you can either host in on your own machine, or pay for a service/company to host the server for you.
more information can be found here
I have always used Blue Fang Solutions as a paid service. but any of the services/companies listed here will be just fine if you go that route
for Console:
xbox/ps4 only supports peer-to-peer connections i believe, so who ever hosted the game would need to remain in the game for anyone else to remain connected.
In this image you can see the elevation in the box in the upper-right corner is +64 meters. When you dig down as far as you can and are standing on bedrock, your elevation is -57. I think they tried to make an elevation of zero to be roughly ground surface elevation.
> Changed: Ore distribution 2.0 + Updated surface ores. All biomes have iron ore and a rare chance for all ores. Each biome has a predominate ore which can be seen in small piles on the surface and found in that biome near bedrock. Special ores per biome are nitrate in snow and wasteland, lead in the maple and pine forests, coal in the plains and burnt forests, and oil shale in the desert. You can also look for light brown gravel spots on the ground or the map and dig down from there to find the resource veins. Clay can be seen as a medium brown spot on the surface. ~source, Alpha 15 Release Notes
They have a comment in the 14.7 release about known Mac issues.
http://7daystodie.com/alpha-14-7-stable-is-out/
"OSX: Default build crashes, use the latest_experimental_u52 (stable_u52 when non-experimental released) build from Steam."
"OSX with Intel GPU and most likely some Linux systems with Intel GPU: black terrain"
I don't agree with that at all.
Where is the suggested 8 player limit posted? It's not on their steam store page. It's not in the game itself anywhere. The server application doesn't limit you to 8 player servers, nor does the game client itself. If TFP wanted to limit it in that way, they could. I don't think it's reasonable to expect players to unearth some old post from the TFP forums to figure out the acceptable multiplayer player limit.
Even more damning, and back to a point I made in the previous post, TFP advertises server rentals, both in the game itself as well as on their website. If you click through to any of the server providers they recommend, ALL of them let you run 20+ slot servers. In fact, only 2 out of 8 advertised providers even let you run a server with as few as 8 slots; most have a 10, 12, or even 16 slot server as a minimum order. Since these are the providers that TFP suggests we rent from, this serves as an implicit endorsement by TFP that there is no 8 player limit.
Here you go.
> Or... you could wait for the next patch which has day and time implemented into the main hud.
> Thanks man. We're busting ass on bugs harder than ever, and hopefully another evening patch will hit today. Testing it now :)
13 will be my first "release", I started in early A12. Any place I can look at a list of changes, anything to know?
ETA: Ugh, sorry I became the person I hate and asked before Googling! Here's the release notes I found, in case anyone else is curious! Notes
Looks like we're starting to get it in this Alpha 13 patch.
"New Audio Mixing System – We’ve added a brand new audio mixing system for mixing all game sounds and setting custom falloff, digital signal processing effects and so much more. We’re just scratching the surface of its capabilities but you’ll immediately notice a big improvement in footstep, zombie audio and general mixing right away."
Forge Ahead is gone in 12.4.
http://7daystodie.com/alpha-12-4-is-out/
From the release notes:
Players must first find and read the minibike book. Then craft a chassis and place it in the world. Next craft minibike handlebars, seat and find wheels, battery and small engine adding them to the chassis. The higher quality the parts the better gas milage, speed, protection the minibike offers. You can interact with the Chassis by pressing or holding <E> which displays available radial menu options. Drag parts into the chassis window to add them. Click on the parts names to remove them.Optionally you can find and add a shopping basket and padlock for storage and locking. Locks are invulnerable for the first version of vehicles. You can also activate the headlight with <F> and the horn with <X>. You can give zombie both large pains and ragdoll deaths if your going fast enough if you’re not they might stop you.
From Alpha 11.1 Release Notes: Changed: Decreased non central wasteland hub spawning to 5%
I believe this now makes it the rarest biome (excluding the 0,0 hubs that are guaranteed)
Currently, armor does nothing, it just changes the way you look. Best way to (slightly) increase your physical defence is by increasing your "wellness".
But I think the next update (A11) will change that.
Most of these are implemented, but the list as a whole is what the plan is for the finished product. If you're curious as to what the game currently has, look up lets plays, or read the news archives here.
RANDOM GEN POI Expansion Pack V2for A10.3/10.4 http://7daystodie.com/forums/showthread.php?18727-RANDOMGEN-Prefab-Pack-for-A10 or 7 Days To Die HUGE Prefab Pack 50+ Prefabs! http://steamcommunity.com/sharedfiles/filedetails/?id=307827088&insideModal=1
> Drivable Minibike –We’re adding a drivable minibike. Players must gain mechanical knowledge through books and skills and then find parts to craft and assemble a chassis, break and throttle cable, small engine, gas tank and more.
Yes it does. I had a row of named storage and I was cautious of this as well, but it worked like a charm. Here is the thread that gave me the idea.
7 Days to Die doesn't use mouse acceleration. It's raw input only.
You may be experiencing input lag. Try turning down some visual settings and see if that helps.
Someone here discovered that their mouse settings (outside the game) somehow had enabled mouse acceleration via the mouse software. Perhaps check into that if turning down the video settings such as view distance and LOD distance doesn't seem to affect it.
In any case, the game itself definitely does not use mouse acceleration at all, so, it has to be either input lag due to your processor/gpu bottlenecking and not being able to keep up, resulting in a delay between input and it being processed and displayed (most likely imo), or mouse settings in third-party software with your mouse, or in windows mouse settings, or something like that.
"3 minerals per layer. There is stone and iron ore in every layer. The third mineral changes every twenty layers down starting with coal, then potassium nitrate, then lead, and finally tungsten"
http://7daystodie.com/forums/showthread.php?16186-Fun-facts-from-the-Models-files
TLDR: "Why does the Fire Axe suck so much? Because unlike most of the other tools and weapons in the game it has a headshot multiplier of only 2, compared to 4 for the pickaxe and 5 for the barbed club."
From Joel Huenink (aka madmole): > As for PVP... we all know this game is currently meant to be played single player or coop with friends against zombies.
They know some people insist on making every game be PvP.
> PVP is slowly getting better, but we always wanted the zombie apocalypse to be so nasty that it would be difficult to PVP. Zombies aren't a serious threat in every other game and that is how we wanted to stand out.
They also know most people understand this isn't built for PvP yet:
> I'm sure about 90% of our players play solo or coop and don't PVP.
So take it for what it's worth. Pvp is not the priority and Survival MP is being designed mainly for PVE whether solo or coop with friends.
>Looting, Mining and Crafting – Loot and mine a multitude of items and ingredients to create hundreds of items including melee weapons, guns, traps, generators, motorized tools, motion detectors, landmines, auto-turrets, salves, potions and more using our 5×5 grid Crafting System.
It says right on the official website that it features auto-turrets... Tower defense survival is the reason I bought the game...
Light levels don't affect spawns in 7DTD, but the idea that they're just busy chasing other players sounds likely! 9.2 patch notes says that clearing an area of zombies prevents them respawning there for a few days, which could also be contributing
>And to answer the big question, no this isn't like Rust with prefab wall sections you still place one block at a time.
>The big issue I have with the game and the reason for doing this is you just grab rocks and build a cobblestone fort on the first night and pretty much be at end game with nothing to worry about and no feeling of progression. Anyone could craft the best weapons in the game without any learning curve or experience. This all needs to change so the game has a slow rewarding curve.
Page 6 should have the a sort of up to date map
Of course, always back up your data first before you try this. I screwed it up the first time.
If you rebuild the entire map, it should wipe out player structures and reset it back to 'vanilla'.
If you want to repopulate and areas loot containers and return that region to new, check here:
The map in the first post is for an older version but the idea remains the same. I believe the updated map is further along in the thread. Sorry I couldn't provide that one as well, but work calls.
I am investigating now if we can save the world or not. Madmole recommended to restart a new world. I will update ASAP.
Most desert birds tend to be of the burrowing variety, or nest places like cliff faces or inside cactus. There is not a lot of free material for weavers, so you don't see a lot of ground nests(even though the way nests are done right now is silly all around...).
I had to do this the other day when I couldn't figure out why my "single-player" game wasn't pausing (slaps forehead).
I did some Googling and most of the instructions were for much older releases of the game, and for changing SP to MP, but I figured out something that worked.
Note: I'm not on my PC at the moment, so I'll do the best I can without the files in front of me...
Download HxD (a freeware hex editor). I downloaded the "portable" version, because I didn't want to install it. Find the folder for your saved games. I think they were somewhere in <User>/Documents/7 Days To Die/
Quit out of the game application if it is open.
make a backup of the main.ttw file in the folder for the saved game you want to change
Open main.ttw in HxD. You are supposed to look for a value of 07 at location "0x000C" in the file. I couldn't figure out how to determine where that location is, so I just did a CTRL+F for the first instance of "07". Change the "07" to "06" and save the file.
(Re)launch the game.
Hope that helps.
Don’t trip on the webcam too much. Maybe get a 20-40 dollar one from Amazon. And check out a streaming software like OBS or StreamLabs on YouTube to see which one that you like. Then get a capture card. This is the first one I had but now I have a Elgato HD60 pro. Really they both work fine. The real hard part is sticking to it even when no one is watching for months. I’ve been at this for almost a year and a half and I’m still enjoying it. But I’ve had ups and downs for sure.
Just get the basics and START then worry about the best of the best stuff later. To really stick with it you gotta be able to do it even if it’s going slow. Quality equipment won’t help you enjoy yourself.
Ask me anything anytime. Good luck
When I see a game and I wonder if I can run it, I've always used this site:
Can I Run This Game
http://www.systemrequirementslab.com/cyri
It is an ALPHA game meaning they are still working on it and optimizing, while important, may not be where most of their energy is going right now. The game will get better with time, but if you sign up for an Early Access/Release game you go in understanding there will be bugs and things might not run as expected, etc.
Here are the min spec:
7 Days to Die Minimum Requirements
CPU: 2.4 GHz Dual Core CPU
RAM: 4 GB
OS: Windows XP (Service Pack 3)
Video Card: Nvidia GeForce 8800 GTX or ATI Radeon HD 4770
Sound Card: Yes
Free Disk Space: 1 GB
I think the Pimps could take some cues from other small studios that made it out of early access -- specifically Unknown Worlds and their game Subnautica. Throughout development they had a clear, public road map of where they were going (and still do!). They released frequent but smaller updates -- which allowed them to receive and act upon player feedback in a timely manner. Each update was usually limited to a few small, testable changes, and they released short(!), polished videos to highlight them.
As a programmer, I have to wonder if they're doing any code branching at all to work on separate tasks. Something as major as the Unity upgrade should have been taken on as a separate update, and not just thrown in there with dozens of other unreleased changes made over the course of a year.
Future optimizations COULD help but I wouldn't count on it. The weak link here is your cpu not the graphics card. This game is very cpu intensive and that's not likely to change. Also it's really heavily reliant on single core performance as the threading is minimal at best. Your cpu is really limited in that respect. Compare on this list to see where it stands. CPU Single Thread Performance.
>I guess I need to start up a local server to test.
You don't need to set up a server, you can just put the mods in your singleplayer mods folder.
>Is anyone familiar with how the spawn system works with quests? The existing quest items spawn just a couple zombies. I wonder if I can 1) Spawn an entity group instead of writing them out all at once and/or 2) does spawning via the quest function respect the various rules i.e. max-alive: 8, spawn 200 total, etc.
I've been playing with making the challenges significantly harder in exchange for granting skill points. Here's one of my testing challenges, it spawns multiple increasing-difficulty waves of zombies as you kill them. It does seem to ignore any other spawning rules.
Pay attention to the phase numbers. Once you complete all the objectives in a phase, it moves on to the next one. So you can see what happens in each phase by simply grouping them together.
Do be aware that if you make an excessive amount of phases like I have, you need to include something along the lines of this in your modlet; <set xpath="/quests/@max_quest_tier">50</set>
otherwise you'll get an ArrayIndexOutOfBounds error.
XML is a really prevalent way to store configs (though probably giving way to JSON and others). Thus there are already bare XML editors out there, like this or from this list. So if you can, you might want to not start from scratch, but improve one of the existing ones, maybe with a plugin, or prettify it in a way (like adding images to tags or something else that makes it userfriendly). You might even take some FOSS project and tweak it, releasing it under a nice name (though it probably has to remain FOSS).
Good luck!
They're legit. You can read more about them in their about us page, the site works similarly to Humble Bundle. You purchase an item on there and they give you the key for whichever platform (Steam, Origin,etc) the game is for.
The paypal API can most certainly be used directly in the manner that I am explaining. Look directly at BuyCraft, Enjin, and MinecraftMarket. All three of these use the direct PayPal API to achieve just what I said.
(https://www.paypal.com/webapps/mpp/payflow-payment-gateway)
I use an AutoHotkey script to draw a crosshair in the center of the screen. It uses a simple window set to be always ontop for the crosshair which means it doesn't work if you run the game in fullscreen. The script also includes a function to remove the border from the game so that you can play in borderless window mode (activate by pressing alt+F1) The crosshair enables when the game is active and disables when the game window is no longer active. The script is very small, and only uses 2KB of ram and shows at 0% CPU usage in Windows Task Manager. Since it is an AutoHotkey script it will run in the background until you close it. It creates an icon (White H with a green background) in your taskbar that you can right click on to close.
The script can be found here.
Yeah it's possible to copy your game to a dedicated server. That's what we did as well. You need to copy the folder from GeneratedMaps/ as well as Saves/
Are you going to set up a linux server? I used linuxgsm which made the process so much easier. https://linuxgsm.com/lgsm/sdtdserver/
Lots of issues here. So bear with me while I try to help. I also run ubuntu for my 7d2d server so I should be able to help.
It might not be a bad idea is you start from scratch and follow lgsm instead.
https://linuxgsm.com/lgsm/sdtdserver/
I've been using lgsm for a few years and it has always been very reliable and the instructions will talk you through creating a user account to run the game instead of using root.
Don't want to hijack the post but thought people would find this usefull.
If you don't want to mess with launch options then you could try Borderless Gaming.
It is a program that runs in the background, works on any game and uses very little resources. I use it on any game that doesn't have a borderless option.
IMO the best place to post them would be the official forums.
/1. This one lets you create reinforced concrete blocks that are moveable and are already dried. No waiting for cement to dry. Uses same amount of materials that it would take to make one from scratch from a wooden frame block.
So worse in terms of materials than rebar frames or even the already wet concrete block but slightly faster since you dont have to dry them.
/2. Seems small and niche enough for people who care about that.
/3. That seems useful.
/5. That seems like the best one IMO. I dont think farm blocks ADD anything to the experience besides being annoying. I wouldnt mind something like a tiller like in darkness falls that just makes the block you till a "farm block" and you can plant that way, but this is good enough as well.
Yeah, I think default is 60 too. But seriously, give it a try, these guys hunt you longer. Much longer. Ran totally out of sight, hid under a bridge crouching so I could see the 'hunted' icon, rolled a smoke and halfway through (and a smoke lasts 6 minutes) the gang appears. Fastest ones first, then the staggers, then the crawlers.
Did a bit of a search:
"Known Issues [..] Once you are hunted, it takes along time for them to lose interest and your position."
That's the sentences. Doesn't say what about 'the position' but assuming they'll know it.
http://7daystodie.com/alpha-15-release-notes/
Blood Moon Horde Party System We have added a partying system that groups players together into parties of one or more players within a minimum distance. These parties will now each get their own blood moon horde.
Blood Moon Dynamic Difficulty We have also added a Blood moon horde dynamic difficulty system. At runtime the game calculates the spawn game stage difficulty group for each party based on the criteria of number of players in the party, each player’s level in the party, each player’s current days survived ratio in the party and the hosts global difficulty setting. These things work together to output a game stage number or dynamic difficulty number for each party.
Higher game stage numbers have harder enemies F.E. Game stage 10 might only have base female and crawler zombies while game stage 20 might spawn those plus Dogs and Feral Zombies. Higher game stages will also have higher spawn limits meaning more total spawned not more alive at once to keep the games framerate consistent. New players can join the game just before the first Blood moon and only get a game stage 1 horde if they’re the only party member. The plan is to use the dynamic difficulty system for static spawned and screamer hordes in A16.
I could make one and make a video of it if you'd be interested. Be a decent time investment though so I guess I would need to know how much interest there would be in that.
EDIT: NVM found this though could still make a video if wanted: http://7daystodie.com/alpha-15-release-notes/
Sorry, I guess "doesn't require logins" is sort of misleading. You do need a +login anonymous
in there somewhere.
I don't feel too bad since TFP used the same wording in the Alpha 14 patch notes :) > Downloading dedicated server no longer requires login with Steam account it is free to use.
edit: To be clear, this should work:
$ /home/7days/steamcmd/steamcmd.sh +login anonymous +force_install_dir /home/7days/server +app_update 294420 -validate +quit
An admin will have to do this. But share it around as this bug is stupid frustrating for us admin.
Do you remember which Alpha you were playing. Might have been Alpha 10. Lots of changes happened since then.
Alpha 11 Introduced a new Graphics Engine Unity 5. And a Cave system. Gathering Ore no line required to dig in your base and hope you find ore.
Alpha 12 introduced Minibikes for Transit, more patterns that you have to find, and a redefined Biome system.
if you haven't seen: the patch notes are usually very detailed and just going through the last couple of them line by line (which probably takes days...) would fix a lot of wiki errors. example for patch notes of last major release: http://7daystodie.com/alpha-11-annihilation-release-is-out/
i'm usually not so systematic and just fix stuff when i notice it while looking something up.
see you on the wiki!
Those spikes will not last long. The spikes you want are LOG SPIKES. The spikes you put down will be overrun and destroyed by any significant horde. Good luck!
For heat map info: http://7daystodie.com/forums/archive/index.php/t-20116.html
And to your last question: no. If they come up over that ridge they will drop in on you and eat you for lunch. You need a roof.
I think you're mistaking a normal wandering night horde for the feral horde, since post A11 7th day feral hordes have been buggy and not spawning regularly. An actual 7th day feral horde is supposed to be able to detect you no matter what.
From the patch notes: "Added feral night hordes. Once per week or every 7th night zombies get really hungry and become feral. These feral night hordes can sense players and will find them regardless of how well they are hiding. Every week the horde grows in numbers until the 7th week." http://7daystodie.com/boo-yah-alpha-9-2-and-more-big-news/
The 7 Days to Die forum has a dedicated area for multiplayer, servers and community stuff. I would recommend using that for advertisement, and finding a server.
Forum: Servers & Community http://7daystodie.com/forums/forumdisplay.php?49-Servers-amp-Community
There's also a sub-forum for preferred server partners, related server questions and promotions.
This subreddit seems to be more about servers than the game. About 2 months ago The Walking Reddits moved to their own subreddit because people were not wanting to see conversations, community stuff and server information about it on here. But nothing has changed really, bar not many Walking Reddit server posts, it just seems like the same few servers posting adverts and people still looking for servers to join.
Unless theres a subreddit dedicated to server advertising and LF server posts then I'd advise go to the official 7Days forums instead. Posts get downvoted here, you will not stop people from doing so just by saying, don't do it, especially as you say from competition not only because of the repeat posts.
And one more thing, if you're making custom recipes, you really should be using Bloodslingers Advanced Recipe Editor.
I think this link will help don't forget to restart the server after making the changes.
Just finished putting this video together of my latest 7d2d multi-player base and end of 7th day horde encounter. My co-workers and I built the base in pretty good time ( just before the 7th day). Sadly as this was taken new years eve, I had to fight the horde at the end of the 7th day solo. I'm considering extending the night though, as the horde just showed up as day break hit (20% night) and switched to walker mode instead of running.
The original base was the hobbit pre-fab, which we heavily mined out and fortified. I call it Fort Baggins now. http://7daystodie.com/forums/showthr...B-H0bbit-v-0-1
There is suppose to be an outer mote filled with water, but as you can see in the video... water physics still don't flow very well to fill gigantic holes. I guess I'll fill it in with a bucket later.
I think you can also dig a pit out and line the "ground level" of it with cobwebs. I think the zombies will consider cobwebs to be "solid ground" and walk willingly onto it, thus falling into the pit.
This thread from the official forums has more details. I'm definitely curious to try it.
Regarding feel and game play, I VERY briefly saw a video by PsiPsyncidate and ISS looks more like an ARMA/Battlefield/CoD type FPS game. On a very personal level from me, 7 Days to Die is what I went to when I wanted a more hardcore version of Minecraft. It suites me just fine. Your Mileage May Vary.
edited for formatting
Madmole stated if all goes well a patch could be tomorrow.
It seems this happens to a lot of people. I was reading through the forums to see if anyone else had a solution. Found this:
http://7daystodie.com/forums/showthread.php?18597-Error-(err)-Red-text/page2
The 4th post on that page has a temporary solution that worked for me.
madmole 10min ago:
We're ready to give birth to this 10 pound baby build.
i'm guessing it will be hours. so it might drop in EU before 10pm. australia will see it on sunday morning.
I wish I was...
If you look at the next couple of posts of his, he says no way in October, and November is everything goes smoothly.
So yeah. Sorry man. Can I have your stuff?
Exactly. This has no place here either. If you want to report a bug, then report the bug where you can get the developers attention, not in this sub.
I run both and will say that while the Windows version is more stable in general --meaning it has less problems between updates-- the Mac version is (usually) just as good and actually runs the game at lower GPU temps for me.
Plenty of discussion about the Mac version/bugs exists on the official 7DTD forums. Worst case scenario, run Bootcamp.
This is probably due to the Searching Recipes UI bug, http://7daystodie.com/forums/showthread.php?13953-Cant-t-open-inventory-or-map-only-after-rejoin.
> As far as I know, this happens when you use the search function of your inventory. If you close the inventory with the cursor in the search bar, it won't open again. Neither will the map.
I don't know if this was already posted but maybe not... hope I could help.
Are you running OS X? I ask because the same thing happened to me, luckily someone posted a solution here.
>To play on Mac browse Local files then show package contents on 7DaysToDie app then navigate to /Contents/MacOS/ and run 7DaysToDie
Ok, I found it on the website They do show them running very briefly, I see your point though, its kind of an ok trailer, it probably wouldn't make me want to get the game if I wasn't already interested.
Yes, is was designed for multiplayer servers. What information are you looking for? The download link is actually the info page for the server manager, so loads of info there. There's also a thread about it on the official forums with info and feedback from other users. Its in the multiplayer section (I'm mobile right now and on the move...) Let me know if you're looking for something specific.