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f13.net General Forums => Gaming => Topic started by: brellium on March 20, 2015, 05:11:45 AM



Title: 7 days to die (server)
Post by: brellium on March 20, 2015, 05:11:45 AM
I'm looking to put up a 7DTD server (rent), gauging interest...

People here seem to little less douchetastic (in game atleast, the Cute Fuzzy Kitten might go Cpt. Ebolter however) and it would Password locked.


Title: Re: 7 days to die (server)
Post by: WayAbvPar on March 23, 2015, 10:30:21 AM
I played this for a couple of weeks a few months back. I might stop in were there a server, but not anything regular.


Title: Re: 7 days to die (server)
Post by: Rendakor on March 23, 2015, 08:13:21 PM
I'd at least give it a shot; I haven't bought the game because I have zero tolerance for random online dickheads breaking my toys. A friendly f13 server would be fun.


Title: Re: 7 days to die (server)
Post by: veredus on March 23, 2015, 11:00:36 PM
Been on the fence about trying this. I'd probably give it a shot also at least.


Title: Re: 7 days to die (server)
Post by: Falconeer on March 24, 2015, 02:25:50 AM
I had it for a while and I got it because of the positive comments I've read here and elsewhere. Unfortunately, I couldn't get into it as it looked and felt worse than I expected. I am not saying it's bad, just that the first impression wasn't good and so I got distracted and then forgot about it.


Title: Re: 7 days to die (server)
Post by: Sky on March 24, 2015, 09:56:17 AM
I was close to backing this on KS, but haven't picked it up yet.

f13 servers make everything better.


Title: Re: 7 days to die (server)
Post by: WayAbvPar on March 24, 2015, 11:36:29 AM
If you haven't played it, it is probably worth a look. A weird mix between Day Z and Minecraft, but somehow it works. I am sure it is far more fleshed out and polished than when I was playing around Thanksgiving IIRC.


Title: Re: 7 days to die (server)
Post by: brellium on March 24, 2015, 06:37:14 PM
I'm waiting for Alpha 11 release.

They're moving to Unity 5 and cleaning up the graphics.

http://7daystodie.com/what-the-hells-up-with-alpha-11/


Title: Re: 7 days to die (server)
Post by: veredus on March 24, 2015, 11:57:50 PM
This is 40% off on steam right now, so for $15.00 what the hell. So I'm down if you do the server thing.


Title: Re: 7 days to die (server)
Post by: Sky on March 25, 2015, 07:52:06 AM
Fair enough on the Alpha 11 wait, looks like a massive update.

I think I'll snag it on sale because I should get the value out of it, but the timing couldn't really be worse with PoE coming out this week and GTA V a couple weeks later :)


Title: Re: 7 days to die (server)
Post by: brellium on March 25, 2015, 07:54:47 AM
Server is up, seems to run pretty well.

Send Steam Friend requests to El Biznatchio w/ forum handle.


Title: Re: 7 days to die (server)
Post by: veredus on March 25, 2015, 10:39:59 AM
OK sent invite as Veredus


Title: Re: 7 days to die (server)
Post by: Sky on March 25, 2015, 02:17:06 PM
I hope you can figure out my cryptic user name.


Title: Re: 7 days to die (server)
Post by: climbjtree on March 25, 2015, 02:59:32 PM
I sent a request, didn't see where to include a message. RLDMOTO is me.


Title: Re: 7 days to die (server)
Post by: schild on March 25, 2015, 03:55:14 PM
Is this actually worth buying? Also, Brellium, just link to your damn profile.


Title: Re: 7 days to die (server)
Post by: brellium on March 25, 2015, 04:50:41 PM
Is this actually worth buying? Also, Brellium, just link to your damn profile.
http://steamcommunity.com/id/berylliumdragon/home
 :roll:


Title: Re: 7 days to die (server)
Post by: schild on March 25, 2015, 05:16:18 PM
You didn't answer the more important question.


Title: Re: 7 days to die (server)
Post by: brellium on March 25, 2015, 07:29:51 PM
You didn't answer the more important question.
On sale probably, it's early access minecraft with zombies and guns.


Title: Re: 7 days to die (server)
Post by: schild on March 25, 2015, 09:13:57 PM
Is the Minecraft part as easy as Minecraft?


Title: Re: 7 days to die (server)
Post by: Sky on March 25, 2015, 10:31:33 PM
Played a test game, the old lady got a chuckle. Spawned in a wintry area, zombies everywhere. Found a bunch of cabins, but zombies were tearing them up and I had a train following me at this point. So many dead lumberjacks and miners I felt like I was at a hipster party in Reykjavik. The loading screen told me to gather stuff for an axe, so I think I did but I never really had enough time to chill long enough to make one. I hid in a building but the tons of zombies found me, I killed one with a torch but then my torch broke or something, so I ran. I ran so far away.

Then I got to some wasteland and some dogs chased me until they ate me.

My only real complaints were the sounds, I'm pretty attuned to audio and it had that old school Thief thing where it sounds like I'm wearing high heeled boots and all the zombies were making a pretty janky walk sound. Foley ain't that tough.


Title: Re: 7 days to die (server)
Post by: brellium on March 26, 2015, 03:24:32 AM
Is the Minecraft part as easy as Minecraft?
Well, there's a physics engine so shit will fall on you, it all has to be supported.  But there's no creepers, just zombies wanting to taste your sweeeeet flesh.
Played a test game, the old lady got a chuckle. Spawned in a wintry area, zombies everywhere. Found a bunch of cabins, but zombies were tearing them up and I had a train following me at this point. So many dead lumberjacks and miners I felt like I was at a hipster party in Reykjavik. The loading screen told me to gather stuff for an axe, so I think I did but I never really had enough time to chill long enough to make one. I hid in a building but the tons of zombies found me, I killed one with a torch but then my torch broke or something, so I ran. I ran so far away.

Then I got to some wasteland and some dogs chased me until they ate me.

My only real complaints were the sounds, I'm pretty attuned to audio and it had that old school Thief thing where it sounds like I'm wearing high heeled boots and all the zombies were making a pretty janky walk sound. Foley ain't that tough.
They should be Nazi's up there, but :ye_gods:.

Problem you're running into is it's just you on the server, it's set to generate 60 zombies, 1 person = 60 zombies, 2 persons = 60 zombies.  Those two people will split the zombies between them, that is unless one of them has cleared the local biome of zombies.


Title: Re: 7 days to die (server)
Post by: brellium on March 26, 2015, 06:11:12 AM
http://joelhuenink.tumblr.com/post/114562009123/we-had-a-great-play-testing-session-its-getting

With some new screen captures.


Title: Re: 7 days to die (server)
Post by: Sky on March 26, 2015, 07:24:05 AM
I was just in a single player game trying to learn the UI a bit before jumping on the server. Didn't have much time to learn the UI, seemed pretty hectic like trying to learn minecraft without a daylight cycle.


Title: Re: 7 days to die (server)
Post by: Cyrrex on March 26, 2015, 07:50:04 AM
Yeah, initial survival is what tends to be hard in this game.  Once you get enough stuff crafted, the equation changes.

Let's be clear:  The minecraft part is nowhere near as easy as minecraft.


Title: Re: 7 days to die (server)
Post by: brellium on March 26, 2015, 09:35:58 AM
I was just in a single player game trying to learn the UI a bit before jumping on the server. Didn't have much time to learn the UI, seemed pretty hectic like trying to learn minecraft without a daylight cycle.
Yeah, there's a daylight cycle, it's you pretty much don't want to be outside during the night.


Title: Re: 7 days to die (server)
Post by: Sky on March 26, 2015, 12:11:32 PM
I know, I meant there were so many zombies where it spawned me that it was akin to spawning into minecraft at night naked.

I went back in during lunch where it had respawned me in the desert and in the car there was a pipe or something, so I bashed the two zombies nearby (is there location damage, headshots etc?). Then punched some bushes and whatnot and started to look at the crafting setup. Made an axe and a club. Had to go back to work.


Title: Re: 7 days to die (server)
Post by: Mandella on March 26, 2015, 06:46:37 PM
I was just in a single player game trying to learn the UI a bit before jumping on the server. Didn't have much time to learn the UI, seemed pretty hectic like trying to learn minecraft without a daylight cycle.

It's kinda like minecraft in that the learning curve seems pretty steep when you are new, but once you've figured things out arguably the beginning game becomes too easy. For instance, once I had figured out how to make a crossbow with a couple of sticks and the hair off my back things got pretty simple.

But then I haven't played in a few months -- was more or less waiting for the Unity patch. But it might be fun to run around a multiplayer server for a bit.

What are the house rules for this one? Full on PvP? Cooperation and hands off everybody elses stuff?

Honestly, I do lean more toward the latter.


Title: Re: 7 days to die (server)
Post by: brellium on March 26, 2015, 08:24:13 PM
I was just in a single player game trying to learn the UI a bit before jumping on the server. Didn't have much time to learn the UI, seemed pretty hectic like trying to learn minecraft without a daylight cycle.

It's kinda like minecraft in that the learning curve seems pretty steep when you are new, but once you've figured things out arguably the beginning game becomes too easy. For instance, once I had figured out how to make a crossbow with a couple of sticks and the hair off my back things got pretty simple.

But then I haven't played in a few months -- was more or less waiting for the Unity patch. But it might be fun to run around a multiplayer server for a bit.

What are the house rules for this one? Full on PvP? Cooperation and hands off everybody elses stuff?

Honestly, I do lean more toward the latter.
Full PvP, it's pretty much just f13 and possibly a co-worker or two (the one I spoke with pretty much said the same stuff about griefing that everyone else said in this thread).  If you lay down claim blocks your shit is pretty much protected unless you don't bother to log in for a week.


Title: Re: 7 days to die (server)
Post by: schild on March 26, 2015, 08:33:54 PM
i don't understand what the fuck I'm doing enough to join a server yet


Title: Re: 7 days to die (server)
Post by: Sky on March 26, 2015, 08:43:56 PM
I've got the basic gist, played a while today without zeds. Of course I discovered the map border a little too late, couldn't recover my backpack of stuff...including the rifle I had made, lucking into finding both metal parts. I'll turn on zeds tomorrow and see how it goes, or maybe just jump right into the server.

I will tolerate about zero point zero percent griefing or pking. Your sandbox, but I won't stick around if people are shitting in it.


Title: Re: 7 days to die (server)
Post by: brellium on March 26, 2015, 08:49:30 PM
i don't understand what the fuck I'm doing enough to join a server yet
Build a crossbow, don't become zombie food.
I've got the basic gist, played a while today without zeds. Of course I discovered the map border a little too late, couldn't recover my backpack of stuff...including the rifle I had made, lucking into finding both metal parts. I'll turn on zeds tomorrow and see how it goes, or maybe just jump right into the server.

I will tolerate about zero point zero percent griefing or pking. Your sandbox, but I won't stick around if people are shitting in it.
This one actually took some thought, I could set it to none. With this group my expectation is if you're getting pk'd you probably did something to deserve it.


Title: Re: 7 days to die (server)
Post by: Rendakor on March 26, 2015, 10:24:18 PM
I'm with Sky; I'm interested in playing the game alone-together like Minecraft, but I have no desire to have my stuff broken or to be PKed.


Title: Re: 7 days to die (server)
Post by: brellium on March 27, 2015, 08:29:59 AM
Code:
<ServerSettings>
<property name="ServerIsPublic" value="false"/> <!-- Should this server register to master server -->
<property name="ServerName" value="Zombie Apocalypse Gangnam Oppa Style"/> <!-- Whatever you want the name to be. -->
<property name="ServerPassword" value=""/> <!-- Password to gain entry to the server -->
<property name="ServerMaxPlayerCount" value="10"/> <!-- Maximum Concurrent Players -->
<property name="ServerDescription" value="F13 and Friends, PvP enabled, aka don't be a douche."/> <!-- Whatever you want the description to be. -->
<property name="ServerWebsiteURL" value=""/> <!-- Website URL for the server -->

<property name="GameWorld" value="Random Gen"/> <!-- Navezgane, MP Wasteland Horde, MP Wasteland Skirmish, MP Wasteland War, Random Gen -->
<property name="GameName" value="Dawn to Dusk"/> <!-- Whatever you want the game name to be THIS CONTROLS THE RANDOM GENERATION SEED -->
<property name="GameDifficulty" value="2"/> <!-- 0 - 4, 0=easiest, 4=hardest -->
<property name="GameMode" value="GameModeSurvivalMP"/> <!-- GameModeSurvivalMP, GameModeSurvivalSP (MP has land protection) -->

<property name="ZombiesRun" value="0" /> <!-- 0 = default day/night walk/run, 1 = never run, 2 = always run -->
<property name="BuildCreate" value="false" /> <!-- cheat mode on/off -->
<property name="DayNightLength" value="240" /> <!-- 40 minutes -->
<property name="FriendlyFire" value="true" /> <!-- Can friendly players damage each other (PvP) -->
<property name="PersistentPlayerProfiles" value="true" /> <!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with -->
<property name="DropOnDeath" value="2" /> <!-- 0 = everything, 1 = toolbelt only, 2 = backpack only, 3 = delete all -->
<property name="DropOnQuit" value="0" /> <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only -->

<property name="CraftTimer" value="1" /> <!-- 0 = None (instant), 1 = Normal, 2 = Fast (double speed) -->
<property name="LootTimer" value="1" /> <!-- 0 = None (instant), 1 = Normal, 2 = Fast (double speed) -->

<property name="EnemySenseMemory" value="60" /> <!-- Time, in seconds, that a zombie will pursue something that has been sensed. -->
<property name="EnemySpawnMode" value="3" /> <!-- 0 = Disabled 0%, 1 = Very Low 50%, 2 = Low 75%, 3 = Medium 100%, 4 = High 125%, 5 = Very High 150% -->
<property name="EnemyDifficulty" value="0" /> <!-- 0 = Normal, 1 = Feral -->

<property name="NightPercentage" value="35" /> <!-- percentage in whole numbers -->
<property name="BlockDurabilityModifier" value="100" /> <!-- percentage in whole numbers -->

<property name="LootAbundance" value="100" /> <!-- percentage in whole numbers -->
<property name="LootRespawnDays" value="7" /> <!-- days in whole numbers -->

<property name="LandClaimSize" value="7"/> <!-- Size in blocks that is protected by a keystone -->
<property name="LandClaimDeadZone" value="30"/> <!-- Keystones must be this many blocks apart (unless you are friends with the other player) -->
<property name="LandClaimExpiryTime" value="7"/> <!-- The number of days a player can be offline before their claims expire and are no longer protected -->
<property name="LandClaimDecayMode" value="2"/> <!-- Controls how offline players land claims decay. All claims have full protection for the first 24hrs. 0=Linear, 1=Exponential, 2=Full protection until claim is expired. -->
<property name="LandClaimOnlineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 32x -->
<property name="LandClaimOfflineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 32x -->
<property name="AirDropFrequency" value="24"/> <!-- How often airdrop occur in game-hours, 0 == never -->

<property name="MaxSpawnedZombies" value="60"/> <!-- Making this number too large (more than about 80) may cause servers to run at poor framerates which will effect lag and play quality for clients. -->
<property name="EACEnabled" value="true"/> <!-- Enables/Disables EasyAntiCheat -->
</ServerSettings>
These are the current server settings.

I don't expect +PvP to be an issue, unless the people I invite (mainly those here) decide to share the private server info, or you guys decide to go Lord of the Flies or some such.


Title: Re: 7 days to die (server)
Post by: Sky on March 27, 2015, 11:43:47 AM
I didn't mean I don't like friendly fire enabled. But I expect a co-op experience unless we decide to do some pvp later on if things get stale. Like set up two outposts across the map or something. Also, there should be consequences to spray&pray :)

As an example, we have friendly fire enabled on the minecraft server, but creeper explosion damage turned off, so people don't mistakenly (or intentionally, I guess) blow up someone's work.


Title: Re: 7 days to die (server)
Post by: brellium on March 27, 2015, 05:47:42 PM
I didn't mean I don't like friendly fire enabled. But I expect a co-op experience unless we decide to do some pvp later on if things get stale. Like set up two outposts across the map or something. Also, there should be consequences to spray&pray :)

As an example, we have friendly fire enabled on the minecraft server, but creeper explosion damage turned off, so people don't mistakenly (or intentionally, I guess) blow up someone's work.
I am considering removing dynamite due to, issues.  However, I want to keep things on unless they're abused.


Title: Re: 7 days to die (server)
Post by: schild on March 27, 2015, 06:40:39 PM
I still want to figure out how to play.


Title: Re: 7 days to die (server)
Post by: brellium on March 27, 2015, 08:33:02 PM
I still want to figure out how to play.
Priorities:
  • DON'T GET EATEN BY ZOMBIES
  • Make an axe
  • Make a crossbow
  • Gather food and supplies


Title: Re: 7 days to die (server)
Post by: Mandella on March 30, 2015, 02:49:51 PM
Welp, after spending a day figuring out why I couldn't join (lack of reading comprehension on my part mixed with the fact that the Anti Cheating Crap didn't like my Windows configuration), here I am, sitting in a small cabin dying of dysentery. I let a bit of diarrhea go on too long before finding the stuff to make some goldenrod tea, and now I need antibiotics. Which don't want to drop. And I'm hungry and there are no rabbits or pigs nearby.

There is, however, no shortage of lag warping walking dead.

Speaking of which, is anybody else getting really really bad lag spikes? It might just be my crappy daytime connection, but it seems a lot worse than most online games.


Title: Re: 7 days to die (server)
Post by: Sky on April 02, 2015, 07:27:38 PM
http://7daystodie.com/alpha-11-annihilation-release-is-out/

Woah


Title: Re: 7 days to die (server)
Post by: schild on April 02, 2015, 07:45:30 PM
So glad I waited a bit to really get into it.


Title: Re: 7 days to die (server)
Post by: Sky on April 02, 2015, 09:28:25 PM
Zombie corpse blocks will be an interesting twist to base design.

I had just gotten the very basics down and was building my first real base when the patch hit. Bah.

So far it's a lot more difficult to see (lots of lighting and shader effects, but it is pretty). And I hate the new sneak waddle effect. And the bow sucks but I guess it's just about getting leather for a crossbow?


Title: Re: 7 days to die (server)
Post by: Lucas on April 03, 2015, 03:22:57 AM
I'll definitely try it out next time it goes on sale  :heart:


Title: Re: 7 days to die (server)
Post by: Bunk on April 03, 2015, 07:06:31 AM
I played this a bit with some co-workers a couple months ago. The difference between jumping on and trying to figure out crafting while hiding in the closet of a ruined gas station, vs. trying to learn crafting while standing in a secure three level bunker someone else built is rather night and day. Also, punch ground to get grass - very hard to make anything else without fibers, and I think I wasted two days running around wondering why none of the plants or grass seemed "harvestable".


Title: Re: 7 days to die (server)
Post by: Mandella on April 03, 2015, 11:43:38 AM
So crossbows got nerfed huh? Good,they were ridiculously OP.

But now I guess we can make bows early in game? Is there any sort of projectile drop modeled yet?

You know what? I think I'll just drop into game and see....


Title: Re: 7 days to die (server)
Post by: Sky on April 03, 2015, 01:51:14 PM
I think I'm going to radicalthon my first playthrough with zombies, though I've only got them on very low. It was enough to spawn 7 or 8 around the first cabin I found, I barely survived the encounter and I'm infected with 3 days left.

Definitely a difference between hanging out and learning the crafting system in relative safety and only worrying about having enough food and water as I tried to build my first base...

I'm going to give it a go for a while with zombies on, but I already wish there was an even lower or perhaps more appropriate setting. I saw dozens of zombies in the winter woods, where really there probably should only have been one or two. The 8ish around the cabin still seems a bit much for plausibility, but at least it's a 'want to get in cabin, clear zeds' kind of thing.


Title: Re: 7 days to die (server)
Post by: Sky on April 03, 2015, 03:05:01 PM
http://joelhuenink.tumblr.com/post/115402053403/alpha-11-survival-guide


Title: Re: 7 days to die (server)
Post by: Sky on April 04, 2015, 09:11:18 PM
Hm. Looks like no caves on the static map (Navelgaze or w/e). With the new ore spawn system, I'm not seeing any. Also there seems to be a bug with random map gen where towns aren't properly spawning. It's on the short list for a hotfix, probably 11.2. But I kind of want to hold off to start up a map until it's fixed, and I guess I need to move to random map now until they figure something out for the static map mining.

Overall I've been enjoying alpha 11, though as I said I still would prefer less zombies than the lowest setting spawns; and more logical spawning. Maybe a good idea for a mod, but getting the logical part working would probably be tough.

The graphics are nice, just hanging out in the forest hunting deer is very relaxing. Fiancee can't figure out why I'd even want /any/ zombies in there :)


Title: Re: 7 days to die (server)
Post by: brellium on April 05, 2015, 06:02:39 AM
Hm. Looks like no caves on the static map (Navelgaze or w/e). With the new ore spawn system, I'm not seeing any. Also there seems to be a bug with random map gen where towns aren't properly spawning. It's on the short list for a hotfix, probably 11.2. But I kind of want to hold off to start up a map until it's fixed, and I guess I need to move to random map now until they figure something out for the static map mining.

Overall I've been enjoying alpha 11, though as I said I still would prefer less zombies than the lowest setting spawns; and more logical spawning. Maybe a good idea for a mod, but getting the logical part working would probably be tough.

The graphics are nice, just hanging out in the forest hunting deer is very relaxing. Fiancee can't figure out why I'd even want /any/ zombies in there :)
Yeah, if you're playing on the server don't get attached to the map/world. I will be throwing up a new one when they patch in towns.


Title: Re: 7 days to die (server)
Post by: Sky on April 05, 2015, 09:12:36 AM
Sucks they're going to wait until alpha 12 to fix the zombies speeding up before nighttime. Day is soo short now with zombies turned on.

Any tips on getting some breathing room to relax a bit? I started a random map with low zombie spawn and 30s forget rule. Spawned into a spot with a decent cliff and little box canyons to block LoS from the plains. Gathered a few things and went back with one zombie on my trail. Killed him with the bow and snuck into the box canyon to craft some ladder with the intent of making a small survival shack on the outcrop above (I'm undetected at this point with one zombie on the far side of the outcrop, maybe 20 blocks of stone between us).

A zombie spawns right around the corner in the back of the canyon, so I back off to take him out and notice a half dozen closing in. Do zombie deaths or corpses draw in more zombies? Seems like that would compound the problem. The only thing that has worked for me is to just keep moving and running, but it's difficult to get any crafting or harvesting done that way.

Also, not a single structure around so I'm out of water with maybe six ears of raw corn :p


Title: Re: 7 days to die (server)
Post by: Mandella on April 05, 2015, 10:27:20 AM
You should be able to switch options to zombies never run. Also yes, zombies alert other zombies. The way to get around this is to stealth kill them. And I think putting a sleeping bag down prevents spawning in an area around it.

Having towns so rare actually makes it an interesting challenge. I hope that the finished game provides some sort of slider for urban buildup.



Title: Re: 7 days to die (server)
Post by: Sky on April 05, 2015, 10:43:44 AM
Yeah, night two in a 2x1 hole :p Found a nice spot to build between two lakes, I'll probably head back there if day 3 yields no cabins and build from scratch, I guess. I've got my day cycle set to 60 minutes, night was long enough for me to shower and do a few chores, heh.

Only intact structure I've found was a large shed with only a couple crap crates inside. I did find a loaded pistol with 7 more ammo just before nightfall 2nd day, so that's something. Still no bed, so.....

Didn't realize you could only do cans on stick campfires. In my non-zombie playthroughs I mostly ignored cans, now they're gold. Managed to take a deer by a lake and get fully fed and hydrated around noon 2nd day, which was huge.


Title: Re: 7 days to die (server)
Post by: Sky on April 05, 2015, 10:50:13 AM
You should be able to switch options to zombies never run.


I don't see it in the options menu. I do see it when I open the options .sdf in notepad but the variables are weird characters. Do I need to cheat that or how can I change those options in the .sdf file manually?


Title: Re: 7 days to die (server)
Post by: Hawkbit on April 05, 2015, 11:49:22 AM
Can you actually build structures to secure yourself in game, or is this just survival and fighting off zombies? I watched a few playthroughs of the new patch, but it didn't show anything but people running from dogs.


Title: Re: 7 days to die (server)
Post by: Mandella on April 05, 2015, 12:11:53 PM
You should be able to switch options to zombies never run.


I don't see it in the options menu. I do see it when I open the options .sdf in notepad but the variables are weird characters. Do I need to cheat that or how can I change those options in the .sdf file manually?

I think it's listed under mods on your choose game screen. You might have to set at world creation, but I don't think so.

I don't want to spoil things if you are having fun figuring things out yourself Sky, but ask if you want to know more you can do with cans...

@Hawkbit. Oh yes, you build. Think Minecraft, but trying to be more "realworldy"...


Title: Re: 7 days to die (server)
Post by: Sky on April 05, 2015, 01:37:56 PM
I'll figure out the cans on my own now, but thanks! :)

This game is probably the best minecraftian I've played other than Terraria/Starbound. Basically adds a Landmark-style voxel world to a minecraft block builder (with physics) and lays a heavy post-apoc dose of Day Z on top. And the graphics are nice, I enjoy it just as a beardy survivalist sim without zombies, hanging out in the cabin near a lake in the woods.

I kinda want to push for more survivalist type content, fishing, canning, etc. Also taking a dose of Project Zomboid where there is a power grid that gets cut after a few months of gametime, so refrigerators and stoves function early on but not later, etc.

I've noticed Mr BW playing a bit lately, and he's also a big minecraft nut.

edit: Ahh, I didn't realize both sets of options were applied to the game, I though it was an either/or thing. Cool.


Title: Re: 7 days to die (server)
Post by: Sky on April 05, 2015, 03:44:40 PM
Day 3, more fruitless searching for any signs of civilization. No cars, no structures, just a few roads and sparse piles of garbage. Was that single shed all that is left of humanity's despairing works?

I came across a large lake and killed another buck, but angered many locals. The previous night I had good luck expanding my foxhole enough to drop in a campfire and boil a can of water because my wellness started to nosedive before the night was over. So I made a new hole with two little side shelves and a ladder, topped with a hatch and put my sleeping bag in it. One shelf got a campfire, the other a chest. I couldn't make it any deeper or more elaborate, still have a quality 88 stone axe and little in the way of building materials.

http://steamcommunity.com/sharedfiles/filedetails/?id=420351261

Had a few hours of light lieft, so I wandered the area, continuing my search for the remnants of humanity. Nothing. I did manage to take three deer and a pig and fill a couple cans with murky water, so at least I was able to get fed and hydrated after nightfall.

I guess I'll use this little hole as a base for my roaming for a bit, then maybe look for a spot to expand it out...if I can get an iron pick, find a cabin with a forge, or hit the jackpot and find a forge book. So far the garbage has only yielded the pistol book and the iron leg recipe. Real tight resources makes it even tougher!

edit: blah, crawling out of the hole this morning and the bug where you launch into the air 60 feet or so and come down to break your leg hit me. With a zed chasing me. Got in a couple good shiv shots to her head and luckily had some cloth in my stash spot for a splint, but now I'm at -20% move for however long. And worried that will happen whenever I leave my safe spot...

edit 2: just happened again, last splint. And I don't have enough health to survive another drop. Looks like this playthrough is over.


Title: Re: 7 days to die (server)
Post by: Mandella on April 05, 2015, 06:25:42 PM
Huh.. I fell into a lake while trying to refill my water bottle. Then sprained my leg trying to clamber back up on the bank.

Didn't realize it was a bug, since it just seemed like something I would do...


Title: Re: 7 days to die (server)
Post by: Sky on April 05, 2015, 07:07:19 PM
Yeah, advice is to turn on the console cheats and use the debuff brokenleg command. And if you fly into the air, noclip to avoid the health loss.

I'm ok with that because Alpha.

More concerning is the random land without buildings, but ehh. It's almost like another layer of hardmode - no forges! Stuck in the stone age. I made a test world and the larger central city ruin shows up, but facing that with stone age weapons and armor? Yikes. Overall I think I want 11.2 here sooner than later.


Title: Re: 7 days to die (server)
Post by: Mandella on April 05, 2015, 08:55:07 PM
You don't need buildings to build a forge. They are actually quite simple, although you have to read a book first to get the recipe.


Title: Re: 7 days to die (server)
Post by: Sky on April 05, 2015, 10:22:04 PM
Buildings have bookshelves...


Title: Re: 7 days to die (server)
Post by: Mandella on April 05, 2015, 11:19:57 PM
Buildings have bookshelves...

True, but I have pulled books out of trashbags. Rare drop, but definitely a thing.

Also, the bug just seems to make buildings rare themselves, not non-existent. First game I started after the patch took a couple of hours real time to walk from one house (a cabin on a lake, really a nice design) to the next group of buildings I saw. Second game? I was dropped just outside of a substantial suburb (actually, I was started right on the border of the nuked out city, but I turned and hightailed it away from there pronto -- but the suburb was just minutes down the road).


Title: Re: 7 days to die (server)
Post by: Sky on April 06, 2015, 06:32:27 AM
I did find a small town just as evening hit. It was next to a decent sized lake with an island, so I swam out and made a hidey hole on the island...and the zombies busted up the sides of the island, so my grand plan was a bust. I guess I thought they couldn't swim. So I grabbed my stuff to head to a new location near the town for a second stash spot...and got too cocky with my shiv. Didn't even hear the festering corpse come up behind me.

Also learned I need to make a little more room around the sleeping bag in the hole. Spawned half into the wall (of course my leg broke). Managed to crouch and get out, but nonetheless...


Title: Re: 7 days to die (server)
Post by: Falconeer on April 06, 2015, 08:55:06 AM
I think I read somewhere that zombies can spawn around wherever you are. It's supposed to make sure you can never really secure any area, like an island. It would be nice if it were a server optional setting though.


Title: Re: 7 days to die (server)
Post by: Mandella on April 06, 2015, 09:46:50 AM
I'm glad now I didn't spoil the zombies/water thing! And I don't think they swim so much as walk across the bottom. So now you have to be wary of the water's edge too...

If I recall correctly from the recent patch notes there is a way to designate safe(ish) zones relatively free of infestation. At least for a while. Don't remember how right now, and it may require a full custom build.


Title: Re: 7 days to die (server)
Post by: Sky on April 06, 2015, 10:13:47 AM
http://www.reddit.com/r/7daystodie/comments/31jf9p/regarding_the_lack_of_pois_in_random_gen/

The funniest part about my short-lived island base was hearing them slowly working on the island through the night and being unable to see them in the dark to shoot them. Then in the daylight I went out and killed a couple but it was a pain, so I decided to move...when I went back in the hole, one had broken through and was all 'oh hi, have you heard the good word'.

Wonder if the engine will support decent water physics, kinda funny seeing the zombie torso through a hole in the bottom of an island...without water rushing in...


Title: Re: 7 days to die (server)
Post by: Sky on April 06, 2015, 04:15:05 PM
http://7daystodie.com/forums/showthread.php?24952-Alpha-11-Annihilation-Release-Is-Out!&p=233031#post233031


Title: Re: 7 days to die (server)
Post by: brellium on April 07, 2015, 01:53:39 AM
http://7daystodie.com/forums/showthread.php?24952-Alpha-11-Annihilation-Release-Is-Out!&p=233031#post233031
The bugs are awesome, I guess it was bound to happen since going to unity 5 is pretty much redoing the engine.


Title: Re: 7 days to die (server)
Post by: Sky on April 07, 2015, 08:10:59 AM
http://7daystodie.com/forums/showthread.php?24952-Alpha-11-Annihilation-Release-Is-Out&p=233031#post233031

Bad URL, I wasn't posting the bitching thread, rather I was linking to the post on how to configure ore spawn.


Title: Re: 7 days to die (server)
Post by: Mandella on April 07, 2015, 12:37:33 PM
I'm a bit surprised by how smooth the transition has been, honestly. I was expecting total unplayability, and honestly there have been no more glitches for me now than before...


Title: Re: 7 days to die (server)
Post by: Sky on April 07, 2015, 01:31:59 PM
It's been pretty smooth for me, given it's alpha I expect a few bugs and mostly laugh them off. We were having a pretty good laugh at the leg breaking stuff, I'd curse and the old lady would ask if I broke my leg again.

Had a bit of difficulty loading it up at lunch, lot of disk thrashing and a unresponsive windows on loading (before the main menu). Finally did load and I was able to play for a couple minutes...just missed my lunch fix. And by fix I mean corpse run.


Title: Re: 7 days to die (server)
Post by: Sky on April 08, 2015, 07:30:36 AM
Turns out the unresponsive window was just me being impatient, but there is definitely some issue with it taking a long time to load prior to the main menu.

Tried the fixed biome and rwgmixer xml files. I'm seeing a few more POIs now, though there are still some bugs in there (a suburb of garages and sheds). I have min at 5 and max at 6 (max is capped at 6, I think), didn't want to shrink the biomes under 1200. I tried 600 and it was way too small, 1000 might be good. I like that it's all in xml to play with, though. The biome tweaks were for the ore spawning, I changed everything to 'all' so the new caves form and bear ore but you can also find ore the traditional way. I figure that gives me something to do on those nights I'm stuck inside, I can do some mining rather than have to go searching out caves all the time.

I do have slightly longer nights as I play on 60 minute day cycles instead of the default 40.


Title: Re: 7 days to die (server)
Post by: Mandella on April 08, 2015, 12:05:02 PM
I have my day set for 120 minutes, with 20% night. Seems about right for me, as I do most of my crafting and forging and stuff while hiding away.

I haven't mined yet. At all. I'm sure I will, but for right now I think it would make the game a little *too* much like Minecraft.


Title: Re: 7 days to die (server)
Post by: brellium on April 09, 2015, 06:34:04 PM
Quote from: http://7daystodie.com/alpha-11-2-patch-is-out/
Hey Survivalists,
We’re serving up an Alpha 11.2 patch today that has many user requested fixes and improvements. Read on to get the skinny.

This should be compatible with saved game but if you experience any problems please re-install the game and start a brand new game.

Server should update later tonight/tomorrow morning.


Title: Re: 7 days to die (server)
Post by: Sky on April 10, 2015, 08:38:30 AM
I have my day set for 120 minutes, with 20% night.
Good idea, I set my newest rwg to this and it's nice. I got caught out far from my 1st night survival camp, which was only a tent anyway; so I lightly fortified an information center in a small town with a drug store and hardware store. Almost got around not having forge tech with a couple shovels and a hammer, but no axe nor pick so the search continues. I did get a nice caveman tech score with a purple quality stone axe and club, so I'm not churning out bone shivs every hour.

I'm considering a more serious fortification of the information center for at least the next couple days, adding stairs to the roof and light perimeter defense. My main concern being the increased Z spawn because of the town. I'm avoiding survival holes because the last couple games I've run into way too much leg breaking in small caves for my liking. I know they've fixed one bug, but hey it's pushed me into trying new stuff, so I'm going with it. My plan for if the info center gets overrun is to have another small base with enough gear to get me back in fighting trim to clean out the info center...feeling very much like UO, really.

This game looks so damned good with everything cranked up. Just hunting deer in the forest is one of my favorite gaming experiences ever.


Title: Re: 7 days to die (server)
Post by: Mandella on April 10, 2015, 12:10:19 PM
You might want to consider dropping your sleeping bag in your secondary base. that way if you get overwhelmed you respawn in your secondary base without having to walk far to get back.

Unless of course you're playing Iron Man mode, where if you die you restart the entire game....

 :ye_gods:


Title: Re: 7 days to die (server)
Post by: Sky on April 10, 2015, 01:56:40 PM
I've been doing that thus far anyway :)

I like your idea of the bed in the emergency base.


Title: Re: 7 days to die (server)
Post by: brellium on April 11, 2015, 05:54:21 PM
Server reset, map reset, new port #


Title: Re: 7 days to die (server)
Post by: brellium on April 21, 2015, 06:10:18 AM
Being deep underground at night always freaks me out, I expect some zombie to Five Nights at Freddy's me. Even with biome cleared, a 65 meter dead drop, and the fact that I will shoot them in the face.


Title: Re: 7 days to die (server)
Post by: Sky on April 21, 2015, 10:44:24 AM
Sorry I haven't been on the server, but thanks for turning me onto the game! Maybe at some point I'll get social but right now I'm enjoying just chilling out solo with my slow Romero mode zombies. I watched some video of the fast zombies and that didn't look very fun to me (though it would be nice to set behavior per biome or POI).

I gave up on anything beyond basic fortification of the info center, too needlessly big. Next block over was a stone 3 story building, so I started fortifying it and adding a spike moat. Had my first test morning of day 6 when a couple spiders showed up and saw me working. Definitely needs some gore block maintenance built in, but it did make short work of the bulk of the hordes. Not sure I can finish my walkway before nightfall and I have a feeling day 7 will be hectic...my first day 7 coming!

Right now it's pretty basic, reinforcing the structure with rebar, added a panic room with steel doors and ladder to all floors. Also descends to the tunnel I'm making between the two buildings (since my loot, small garden and forges are in the info center yet). So slow with my poor pickaxe, luckily I found a blue one on my last scavenge trip (I'm level 16 or 17 now, so can't make good ones).


Title: Re: 7 days to die (server)
Post by: Sky on April 25, 2015, 07:22:14 AM
Had to go get more iron (and stone) on day 6, and crashed while bringing supplies from my base to my new fortified base (sleeping bag stays at the old info center base), lost a bunch of iron and almost all my stone, so progress was slowed. But I was able to finish the tunnel and get enough set up to hit the ground running on day 7. Added the full walkway with murder holes/ gore block maintenance and finished replacing the prefab stone with rebar for the first floor.

http://steamcommunity.com/sharedfiles/filedetails/?id=431470824

It's a good thing, too...by noon on day 7 the zeds were getting thick and I started getting bombarded with spider zombies, just getting a bit too difficult to work outside. I rounded them up and brought them to the fortified base and let 'em enjoy the spikes. But the stragglers who stayed at the info center put a beating on it. Definitely would not survive the night there intact.


Title: Re: 7 days to die (server)
Post by: Sky on April 25, 2015, 10:00:04 AM
Got lucky with a last minute round of scavenging before dark on day 7! Hunting rifle! I had a few nice parts, but not enough to make a rifle. Used the parts to take apart the green rifle and built a blue one...which helped a LOT during the night. Stronghold held up well, though I'm going to build more walkways to get some exp during the night and maybe a faster way down to get loot, I'm losing almost all the loot currently.

Anyway, it was fun having my first night defending rather than hiding. Added 3 more shots to my steam directory.


Title: Re: 7 days to die (server)
Post by: Mandella on April 25, 2015, 01:01:41 PM
Afternoon of day six for me, just after a bizarrely quiet night five. No hordes at all, not even the sounds of lone wanderers.

The fridge is well stocked with venison and pork and rabbit and beer. Pantry is loaded with corn and potatoes and blueberries from my rooftop garden. Lots of crossbow bolts and ammo for the guns (pistol, hunting rifle and shotgun). Medicine cabinet stuffed with antibiotics and first aid kits. Bottles and bottles of boiled water and goldenrod tea. And coffee. Only five jars, but it'll have to do.

Going to try a fully passive defense. I've got layered concrete and brick walls with reinforced metal siding. My escape plan if I have to flee is a highly risky one involving jumping from rooftop to rooftop, so I really hope the walls hold and I don't run out of ammo if they get in.

I've been iron manning this play, with no deaths or infections at all.

Wish me luck.


Title: Re: 7 days to die (server)
Post by: Sky on April 25, 2015, 07:45:04 PM
That happened to me one day, I had the spiders show up early and then none showed at night. I believe it's a bug in how the spawn AI is working currently.


Title: Re: 7 days to die (server)
Post by: Falconeer on April 26, 2015, 02:48:40 AM
What happens if you sirvive the 7th day?


Title: Re: 7 days to die (server)
Post by: rattran on April 26, 2015, 07:28:12 AM
After day seven the cycle continues. I've been playing with my base in town in the hospital, it's like day 7 all the time. I got lucky and built an auger on day 3, most of my time is spent looking for more gas now.



Title: Re: 7 days to die (server)
Post by: brellium on April 26, 2015, 07:49:29 AM
After day seven the cycle continues. I've been playing with my base in town in the hospital, it's like day 7 all the time. I got lucky and built an auger on day 3, most of my time is spent looking for more gas now.


Yes, however the 7 day hordes become stronger and stronger, until day 49, when everything resets again.


Title: Re: 7 days to die (server)
Post by: Sky on April 26, 2015, 09:07:15 AM
I got lucky and built an auger on day 3, most of my time is spent looking for more gas now.
Nice, I've yet to find one in the two towns I scaveneged thus far.

Day 8 saw my raised farm built, with a catwalk and tunnel to it from the fortified base. So I've got some corn in the ground (and coffee!). More crops as I get to it, I laid in foundations for double the size, hopefully cut back on my reliance on hunting a little. I enjoy the hunting part, but toward the end of week 1 my build schedule was pretty tight and I didn't have much time to refresh the larder!


Title: Re: 7 days to die (server)
Post by: Mandella on April 26, 2015, 02:08:35 PM
He might be in the bombed out city, which is too rich for my blood right now.

Probably forever, unless I can craft a powered suit.


Title: Re: 7 days to die (server)
Post by: Malakili on April 26, 2015, 02:14:22 PM
Forgive my complete ignorance about this game ( haven't read much of this thread), but is the world static or procedurally generated?


Title: Re: 7 days to die (server)
Post by: Mandella on April 26, 2015, 02:52:13 PM
Forgive my complete ignorance about this game ( haven't read much of this thread), but is the world static or procedurally generated?

Both. There is a "story" world which is static, and then as many random worlds as you want.


Title: Re: 7 days to die (server)
Post by: Malakili on April 26, 2015, 02:58:38 PM
Ah ok, that makes sense. I have a soft spot for zombie survival games in spite of the fact that I should be well and sick of it by now.  Maybe this is good steam sale fodder.


Title: Re: 7 days to die (server)
Post by: Sky on April 26, 2015, 05:55:29 PM
It's pretty well done and the degree you can customize the single player with xml is nice. No ragrets here, in fact it's already one of my highest played steam library games (since most of my Civ IV/GTA IV/Minecraft is not counted, hah).

The story map is way better fior layout and POIs, but the random map is what is mostly played and developed. Currently ore isn't spawning on the static map unless you config it to, due to the addition of ore in caves (and caves only spawn on random).


Title: Re: 7 days to die (server)
Post by: rattran on April 27, 2015, 06:57:10 AM
I got lucky and built an auger on day 3, most of my time is spent looking for more gas now.
Nice, I've yet to find one in the two towns I scaveneged thus far.

Day 8 saw my raised farm built, with a catwalk and tunnel to it from the fortified base. So I've got some corn in the ground (and coffee!). More crops as I get to it, I laid in foundations for double the size, hopefully cut back on my reliance on hunting a little. I enjoy the hunting part, but toward the end of week 1 my build schedule was pretty tight and I didn't have much time to refresh the larder!
I've only found auger parts in cars, and there's not many cars after the big patch it seems. Just have to get lucky.


Title: Re: 7 days to die (server)
Post by: Sky on April 27, 2015, 07:28:34 AM
Yep, decided to spend day 9 scavenging, cleaned out a small town...one set of handlebars. But I did get a purple knife and a purple upgrade part for my hunting rifle, so it wasn't a terrible trip. Still, a lot of time invested. I'm using a lot of concrete for my base now and building out the subterranean portion, so an auger would really move things along. Just happy I found that blue pick, the orange one was making me nuts. I can craft yellow reliably currently, though I need to try a bit more crafting after that town scavenge, so many waves of zombies I leveled up a few times there.


Title: Re: 7 days to die (server)
Post by: HaemishM on May 09, 2015, 09:22:29 PM
This is on sale for 50% off at the Humble Bundle Store (https://www.humblebundle.com/store) today. I went ahead and picked it up.


Title: Re: 7 days to die (server)
Post by: HaemishM on May 11, 2015, 12:09:46 PM
Does anyone else get motion sickness while playing this game?

Also, where the fuck do I find sticks?


Title: Re: 7 days to die (server)
Post by: croaker69 on May 11, 2015, 04:34:09 PM
Does anyone else get motion sickness while playing this game?

Also, where the fuck do I find sticks?

You can get sticks for low effort from bushes (punch with fists if you haven't made your first stone axe) or convert planks into sticks if you are chopping down trees.


Title: Re: 7 days to die (server)
Post by: Sky on May 11, 2015, 08:28:31 PM
Does anyone else get motion sickness while playing this game?

Also, where the fuck do I find sticks?
When you start a new world you get a couple hours grace period if you stay in a small radius of where you spawn. Loot the containers closest to it.

Punch grass, get a couple bundles. Punch bushes, get a couple sticks. Gather a few rocks. Make stone axe (just use the search bar in the crafting/inventory window to find stuff initially). Your first axe is always quality 1 and sucks. Make a few more until you get a quality 30+, which you can repair with a stone (putting the item and repair material in the crafting grid).

Look at the recipe for wooden bow and arrows. Make those. Don't forget to 're'load the bow, it won't shoot until you hit 'r' once. Shoot animals. If zeds turn up shoot them in the head.

Get a bone from an animal or loot and make a bone shiv for a decent early close combat weapon for slow zombies or when you're low on ammo.

Fat guys are tough to take down, and run from dogs (stay away from wasteland biomes in general). Snow zombies are tough like fatties.

If you get some cotton, make a bedroll so you can respawn close to your corpse. Otherwise it just respawns you...somewhere.


Title: Re: 7 days to die (server)
Post by: Sky on May 21, 2015, 11:59:10 AM
Alpha 12 preview (https://www.youtube.com/watch?v=O0z4WRv60bk)


Title: Re: 7 days to die (server)
Post by: HaemishM on May 21, 2015, 12:31:05 PM
BEARS! GODLESS GODDAMN KILLING MACHINES!


Title: Re: 7 days to die (server)
Post by: Malakili on June 11, 2015, 06:24:08 PM
Decided to commit Steam sale sacrilege and just buy this before it went on daily sale.  Is anyone still running a server?


Title: Re: 7 days to die (server)
Post by: brellium on June 11, 2015, 07:15:18 PM
Decided to commit Steam sale sacrilege and just buy this before it went on daily sale.  Is anyone still running a server?
I have one up, which I, and I doubt anyone else has bothered to log into for a month...


Title: Re: 7 days to die (server)
Post by: Malakili on June 11, 2015, 07:21:57 PM
My first few attempts have ended in horrific deaths at the hands of the bloated zombies.  Damn things take a beating.


Title: Re: 7 days to die (server)
Post by: Mandella on June 12, 2015, 12:38:01 PM
Decided to commit Steam sale sacrilege and just buy this before it went on daily sale.  Is anyone still running a server?
I have one up, which I, and I doubt anyone else has bothered to log into for a month...

I tried to play on it a few times, but the lag was just too bad, even at off peak hours. Not your fault, I have the same problem with Minecraft, but Minecraft is a bit more forgiving...

@Malakili, far be it for me to tell you how to play, but....

There is very little to gain by killing zombies early on. Little loot, and what you can find has a better chance to be found in random trash bags. At least in the early game before you've put together some nice weapons it's better to try and avoid the big zombies, and for goodness sake don't go near the bombed out city!

That said, I notice we now have levels, and so we're probably getting XP from the zombies we kill now(which I'm not happy with -- but oh well).


Title: Re: 7 days to die (server)
Post by: Sky on June 12, 2015, 03:36:41 PM
Level system is a WIP but good things to come of it imo.

WHen you intially spawn, there is a couple hour window where you can harvest without zombies spawning if you stay in the area you spawned in. Use it to gather stuff, make your stone axe, loot containers, etc.

With the new level system (as of last I played a month or so ago), your first item will suck. It's something like Quality = your level +0 - +50. So make a couple axes until you get a decent one and then use rocks to repair it rather than breaking it.

Bone shivs are ok early weapons on easy (don't judge me), but get a bow and arrows and practice with them.

Fatties have a ton of hp as you learned. Spider zombies are so named because they can climb walls...but they also howl to summon a horde wave if they see you. Good times.

I love the game and have a bunch of hours just building up my first learning base (I linked earlier in the thread). I'll probably dip in every major release to play some more.


Title: Re: 7 days to die (server)
Post by: Xanthippe on June 23, 2015, 10:47:04 AM
I just picked this up at the encore for the summer Steam sale for $9.99.

I keep dying but I don't know why. I think I'm running out of energy maybe? or health? Both? Is there a way to tell why you died if it isn't obvious?

I like it but I have no idea what I'm to do, besides build an axe and chop things with my hands and find stuff.


Title: Re: 7 days to die (server)
Post by: WayAbvPar on June 23, 2015, 11:35:56 AM
You can die from starvation or thirst, or from radiation sickness, or other illnesses. As well as zombies  :grin:


Title: Re: 7 days to die (server)
Post by: Xanthippe on June 23, 2015, 01:19:39 PM
No, I mean, I'm just walking along and I die. I don't hear anything. Just blood splatter, dead. Like within a few minutes of respawning.


Title: Re: 7 days to die (server)
Post by: HaemishM on June 23, 2015, 01:29:48 PM
Could you be getting sniped by someone in the distance with a rifle?


Title: Re: 7 days to die (server)
Post by: Sky on June 23, 2015, 01:32:04 PM
You should try the official forums. https://7daystodie.com/forums/


Title: Re: 7 days to die (server)
Post by: rattran on June 23, 2015, 07:27:50 PM
When I first started playing, I kept spawning right next to the radiation area. Died quite a bit until I figured out the the screen going foggy green was a bad thing.


Title: Re: 7 days to die (server)
Post by: Xanthippe on June 24, 2015, 07:48:01 AM
Aha! Thank you. Green is bad. I thought it was just another biome.

I finally made a game without zombies, just to see how to craft and what's what. Even with zombies set to really low, I was constantly interrupted by them.

And thanks, Sky for the link.

This seems like it would be a really fun game to play cooperatively, but wow the learning curve is steep.


Title: Re: 7 days to die (server)
Post by: Sky on July 03, 2015, 07:40:18 PM
I did my first game without zombies just to get the basics. As soon as I could build some reinforced concrete I went for a zombie game. But I play with long days and short nights, low zombies. Just about perfect until I got well-established, then I think I'd turn up the zombies next time.

Speaking of which.

Alpha 12 is upon us! http://7daystodie.com/mini-bikes-physics-bears-a12/

Tons of goodies in this one.


Title: Re: 7 days to die (server)
Post by: Malakili on July 03, 2015, 09:17:00 PM
Played a little today post patch, I'm not far enough along to see a lot of the changes yet, I think.  Do the changes apply only to new game worlds or do they get retroactively applied to old ones too?

I did finally get a game going where I am somewhat established.  I managed to hole up in what appears to be an abandoned convenience store and started clearing out a nearby building and looting it.  I got lucky and found a couple of iron pickaxes which seem to make short work of the zombies. Unfortunately it's a pretty barren area without a whole lot of food and about 100 yards east is the beginning of a radioactive biome that I'm just avoiding.  Still, it's better than I've done before, so there's that.


Title: Re: 7 days to die (server)
Post by: Mandella on July 05, 2015, 01:43:17 PM
So there I was, evening of day seven, hunkered down on the second floor of my reinforced brick storebuilding. My backpack full of non-odorous foods, and an ample supply of boiled water, goldenrod tea, antibiotics, and basic tools. Slung across my hardened leather armor (tanned myself from deer and pig  and rabbit hide) was a pistol, rifle, shotgun, and trusty crossbow, with ammo for all in pockets and quiver.

And I sat, listening to the sounds of hundreds of zombies milling outside, hearing the occasional other building collapse from the crime of happening to be in the way of their random surges, repeatedly running through my escape plans should the worst happen and they breach my walls (all three of them).

And I sat, and I sat, and the sun came up and the sounds of the milling horde faded. I walked outside and cleared off a few stragglers, and saw my walls didn't even have a scratch. I was undetected. I had won.

What a weird game this is, where the whole point is to avoid the thrilling climax of running for your life (or standing your ground) against a sea of the walking dead.

It's a nice change.



Title: Re: 7 days to die (server)
Post by: Sky on July 05, 2015, 06:58:53 PM
The oddest thing - the way they changed the draw distance is making me crazy (where they scoop out the middle of the screen's distance but not teh sides).

They keep killing stuff for performance gains but not leaving the top end for people with decent machines. Haven't run the fps on the new build, but last build I was getting 120fps with all settings maxed.  :oh_i_see: Please stop gimping the graphics!


Title: Re: 7 days to die (server)
Post by: HaemishM on July 06, 2015, 09:34:06 AM
I played a few hours this weekend on a randomly generated server. I ran across (and away from) 3 bears. I'm not sure I like the new wet ground look. It's super shiny. Running from a desert biome to forest then up the side of a mountain into snow was interesting. I'm finding jack shit for some resources though, and I have yet to find any recipe for goldenrod tea which would allow me to drink some murky water.


Title: Re: 7 days to die (server)
Post by: brellium on July 06, 2015, 06:56:48 PM
I played a few hours this weekend on a randomly generated server. I ran across (and away from) 3 bears. I'm not sure I like the new wet ground look. It's super shiny. Running from a desert biome to forest then up the side of a mountain into snow was interesting. I'm finding jack shit for some resources though, and I have yet to find any recipe for goldenrod tea which would allow me to drink some murky water.
all you need is to cook water.

The goldenrod tea just cures the negatives of drinking murky water.


Title: Re: 7 days to die (server)
Post by: HaemishM on July 07, 2015, 11:16:35 AM
I haven't even been able to find enough clay to make iron ingot molds so I make cookware.


Title: Re: 7 days to die (server)
Post by: brellium on July 07, 2015, 11:20:11 AM
I haven't even been able to find enough clay to make iron ingot molds so I make cookware.
I think you can cook it in metal cans, and I've never had problems finding clay, unless I was in the tundra.


Title: Re: 7 days to die (server)
Post by: Sky on July 07, 2015, 12:52:52 PM
They messed with resources pretty fierce this time around. I'm giving it a week or two for people to fix the various things so I can set up a decent set of xmls to play it.


Title: Re: 7 days to die (server)
Post by: Xanthippe on July 11, 2015, 10:13:51 AM
I was just getting the hang of it when this new Alpha came in. It's zapped my desire to play completely, as the learning curve became a cliff.



Title: Re: 7 days to die (server)
Post by: Falconeer on July 11, 2015, 11:18:51 AM
Oh? I have the game but I never play it cause I wait for as much new stuff as  possible before giving it a new spin. What's new and game-changing in the last patch(es)?


Title: Re: 7 days to die (server)
Post by: croaker69 on July 13, 2015, 10:56:59 AM
It's a huge list but in short the changes result in a much more difficult and prolonged early game.


Title: Re: 7 days to die (server)
Post by: Sky on July 13, 2015, 11:36:51 AM
I'm hoping as a 1.0 release nears, they just turn common settings/xml into menu option variables. I think a lot of the slowing of the start is due to the hardcore testers complaining it was too quick last time around. But most of the changes they make can be customized back to the way you prefer to play by tweaking the xml. By 11.3 I have very heavily modded xml but the game was more or less paced perfectly (though as I've mentioned, I'd actually tweak up the zed spawn as it got slow toward the end).


Title: Re: 7 days to die (server)
Post by: Yegolev on July 13, 2015, 11:50:48 AM
I can't wait to edit XML files for fun.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 01, 2015, 01:20:14 PM
Fuck bears.


Title: Re: 7 days to die (server)
Post by: Sky on November 01, 2015, 01:57:53 PM
Ha! I ha'n't played with bears yet. Or minibikes or probably a lot of stuff. Dev team is pretty active.


Title: Re: 7 days to die (server)
Post by: Shannow on November 01, 2015, 02:09:42 PM
This is on sale this weekend. Just picked it up.


Title: Re: 7 days to die (server)
Post by: rattran on November 01, 2015, 04:31:27 PM
I'm excited for alpha 13, each new step the game changes majorly. Mostly getting better.


Title: Re: 7 days to die (server)
Post by: Shannow on November 01, 2015, 05:12:05 PM
Am I missing some secret to finding sticks? fuck you game devs.


Title: Re: 7 days to die (server)
Post by: Malakili on November 01, 2015, 05:17:29 PM
I'd love to play some of this co-op.  Is there enough interest in this game to get an F13 server going?


Title: Re: 7 days to die (server)
Post by: Xanthippe on November 01, 2015, 05:18:11 PM
Punch brush for sticks (last time I played anyway).


Title: Re: 7 days to die (server)
Post by: Shannow on November 01, 2015, 06:08:19 PM
Punch brush for sticks (last time I played anyway).

punched every bush and tree i've found. Nada.

edit: figured it out. simple stuff that should be obvious but isn't. Lacks visual clues on the progress of doing something.


Title: Re: 7 days to die (server)
Post by: Sky on November 01, 2015, 07:19:34 PM
I'd love to play some of this co-op.  Is there enough interest in this game to get an F13 server going?
Is brellium's server still up? Though I think it was euro.

And I'm a big wuss with only walking zeds on my game, but I'd be up to get slaughtered online a bit.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 01, 2015, 10:59:26 PM
Shannow, I agree that a lot of the visual clues are a bit lacking. Some of the stick shrubs are really hard to actually punch instead of the ground behind them. However one log makes 16 planks which makes 64 sticks so once you start chopping trees down you can pretty much forget shrub punching.

I'm playing on Navelgaze with long days, very low spawns, fast crafts & lootings and walkers only. I manage to make a pretty cool shelter before night fall but I'd not found any food or drink by then so I suspect I might be having a hungry night. Might restart and try making something simpler for the first night :-)

Also, fuck bears!


Title: Re: 7 days to die (server)
Post by: Xanthippe on November 02, 2015, 08:04:18 AM
I like the crafting parts of the game but not the zed killing parts. Still looking for a retired adventurer game, where I can sit on my porch and craft and yell at kids to get off my lawn, while other people go out and hunt and fight and stuff.


Title: Re: 7 days to die (server)
Post by: Shannow on November 02, 2015, 08:11:14 AM
Do we have a f13 server? I'll go hunting zed while you make me shit grandpa.


Title: Re: 7 days to die (server)
Post by: Sky on November 02, 2015, 09:38:33 AM
Do we have a f13 server? I'll go hunting zed while you make me shit grandpa.
Poor Xanthippe.


Title: Re: 7 days to die (server)
Post by: Shannow on November 02, 2015, 09:43:53 AM
Ok since when can Zombies climb ladders?..mothersuck.


Title: Re: 7 days to die (server)
Post by: Sky on November 02, 2015, 01:57:19 PM
I always made a gap you had to jump over after you climbed the ladder to my base, so I think it's always been like that?


Title: Re: 7 days to die (server)
Post by: apocrypha on November 02, 2015, 01:59:46 PM
I cannot find any clay and it's completely preventing me from progressing. I've followed rivers for miles, I've dug under acres of sandstone, I've excavated entire olympic track & field arenas of dirt and not a single piece of clay anywhere. Which means I can't make molds, so I can't make anything requiring metal, so I'm still flailing away with stone axes and wooden clubs.

And the bow is rubbish. Seriously, this thing is shit. It might be realistic, but given that I cannot make any other ranged weapon at all I am getting really frustrated being unable to kill anything bigger than a rabbit. I can hit a deer, in the head, with 2x sneaking bonus and it runs off so fast it makes a sonic boom. I managed to kill one deer earlier and it took me about an hour of stalking, chasing and shooting at it. I must have hit it at least 5 times with fully charged up shots from close range and in the end it died cos it ran into a burning forest and caught fire.

I'd love to be making houses and killing zombies but I am constantly out of food and don't understand how I'm supposed to get any further without clay. If a single resource entirely gates 90% of the game then it should really be easier to find.


Title: Re: 7 days to die (server)
Post by: rattran on November 02, 2015, 05:00:19 PM
Clay is found around gravel iirc, my last play through I got some by digging up a driveway. Water+cornmeal makes clay as well I think.


Title: Re: 7 days to die (server)
Post by: Sky on November 02, 2015, 07:45:12 PM
In previous alphas, you had to shoot deer from far enough away that they didn't bolt on damage. Probably a bug, may have been fixed, but try it. Clay used to be by rivers, but the biomes got major changes. You can look in the config files to see where clay is weighted to spawn.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 02, 2015, 11:00:15 PM
Found this on the wiki: "As of Alpha 12, Clay can only be found in a Clay microbiome, which appears as "brown/terracota" areas on the map."   Maybe I've just been missing those biomes?

Edit: Yes! That was it, finally found some by digging in brown patches on the map. Now let's see if my shelter will survive night 6 while I try making some better tools underground :-)


Title: Re: 7 days to die (server)
Post by: Mandella on November 03, 2015, 09:14:39 AM
Unless things have changed, crossbows are ludicrously easy to make. Or has a forged requirement finally been added?


Title: Re: 7 days to die (server)
Post by: apocrypha on November 03, 2015, 10:31:02 AM
No, but you need the schematic. Finally got one earlier, day 6.


Title: Re: 7 days to die (server)
Post by: Shannow on November 04, 2015, 06:55:39 AM
So do Zombies swarm or something? I was happily setting up my base on top of a hill. Cutting down trees etc (rather noisy I guess) when suddenly I noticed like 20 zombies running up the hill towards me in a group. ACK! Jumped back in my hole , covered entrance with dirt and waiting till tomorrow. This was during the day too.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 04, 2015, 02:42:28 PM
Yep, there's a 'heat' system that builds up in an area that causes swarms. Light, noise, forges, etc., all increase the chances that zeds will spawn and swarm.

I was repairing my mini-tower from night time swarm damage when I got another bunch of shamblers come for me. Wiped everything out. Started again :P

No, but you need the schematic. Finally got one earlier, day 6.
Oh and I was mis-remembering, you need forged iron and two scematics - need the  leather book too.


Title: Re: 7 days to die (server)
Post by: Sky on November 04, 2015, 02:55:45 PM
Spider zombies will also summon large swarms if they detect you at all.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 05, 2015, 02:35:26 AM
Doing some reading around and it seems as though they made things significantly more grindy & difficult than previously with alpha 12. What I've found works for me is to set lots of options to very easy at first, then slowly ramp them up as I feel more comfortable.

My current save is on day 5 and I've managed to get scrap iron armour, a crossbow, steel pickaxe and a good stock of bacon & eggs etc. Turning the spawns etc. up a bit now and planning building an above-ground stronghold to complement the "cave under the lake" base I currently have. Still can't make any guns, despite having a chest full of parts - just no complete ones yet and not enough schematics. Really hope they make gun parts craftable again in alpha 13.


Title: Re: 7 days to die (server)
Post by: Xanthippe on November 06, 2015, 11:25:50 AM
Do we have a f13 server? I'll go hunting zed while you make me shit grandpa.
Poor Xanthippe.

The older I get, the more I'm beginning to look like a grandpa.


Title: Re: 7 days to die (server)
Post by: brellium on November 06, 2015, 02:18:51 PM
I might put one back up when v13 releases.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 07, 2015, 02:45:15 AM
Quite a cheesy way to make a totally safe base: put a 3x3 grid of frames in the middle of a lake. Make your own lake if you have to, only needs to be 1 block deep and about 7x7 across. Take out the middle frame, dig down for a while, 2x1 with a column of upgraded frames going up to your entrance with ladders. Hatch on top, upgrade the frame at surface level. Make your living space down below. Z's can't attack the frames & hatch up the top because they just hit the water instead.

Anyway, I think I might be done with this for a while. It's got loads of potential but it currently feels very alpha-y to me (which is fine, it's alpha). There's not much in the alpha 13 vids that makes me excited, although I might check out the crafting again, especially if they make gun components craftable. I find the resource gathering to be very grindy at the moment, particularly mining and harvesting scrap, and the preview vids didn't make that look any better. It just takes *ages* to mine metals and stuff, which I get they're trying to make it feel quite difficult but I find frustrating to play.

I also hate the gore blocks that dead zeds leave behind, the really wonky voxel system (so difficult to know which direction you're mining in, or to carve out specific shaped spaces, etc) and the terrible textures (is that rock? Coal? Iron? Who knows!). Balance is also all over the place but hey, alpha. I reckon I'll have another play when it hits beta and keep a close eye on it until then.


Title: Re: 7 days to die (server)
Post by: Sky on November 07, 2015, 10:20:57 AM
Well, you can also limit yourself to not abusing bugs  :why_so_serious: Srsly, by making a bugged safe base you pretty much remove the entire point of the game.

Also you should dive into tweaking the config files before you hang it up. In Alpha 11 there were a bunch of biome bugs so I more or less had to learn their config setup. But I also used it to further customize the biomes, bump up metals a bit, etc. Better tools make a big difference, too, but I'm guessing you knew that  :grin:

The gore blocks are there because people were making invulnerable bases, so there had to be some mechanic to give the zeds a chance.


Title: Re: 7 days to die (server)
Post by: Mandella on November 07, 2015, 11:06:34 AM
Yeah, as in most sandbox games, half the fun is in rules you make up.

For instance I just can't bring myself to dig out invulnerable shelters. It just kinda kills the mood for me. I try to limit myself to structural modifications and crafts that I could reasonably expect myself to be able to make -- given the knowledge and the impetus of being eaten by zombies if I fail.

And no, I'm not insane about it. I'll eat corn that somehow grew to full maturity in a day, thank you. But singlehandedly excavating an underground bunker that never floods or caves in? I'll go over to Minecraft for that...


Title: Re: 7 days to die (server)
Post by: Sky on November 07, 2015, 11:25:48 AM
As you can see from my one decently large base, I like spikes and walkways and murderholes. A nice mix of passive and active defenses, because half the fun is taking pot shots from a relatively safe vantage point :)

I did put my fires and storage down in a bunker I dug out and reinforced under the base, in case things went sideways and teh upper structure was compromised and/or destroyed. A solidly reinforced central core to fall back into from any level and a few layers of underground defense.


Title: Re: 7 days to die (server)
Post by: Malakili on November 07, 2015, 11:29:44 AM
I like to reinforce existing structures rather than building new bases wholesale.  I'm not sure why.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 07, 2015, 12:27:37 PM
Well my underground bunkers are still vulnerable to them digging down unless you make them really deep... and I've caused a couple of cave-ins myself already.  :awesome_for_real:

I want to like the building side of it more but it's too janky for me at the moment. Will definitely revisit it at a later date though :-)


Title: Re: 7 days to die (server)
Post by: Sky on November 07, 2015, 10:35:01 PM
Above ground is much less janky, as is building finished caves. If you're just digging, yeah, voxels suck and it's what everyone uses now.

Look at the gloriious rebar blocks and slabs (for MURDER HOLES over spikes!) of my old base. Had a nice raised farm, too. I found that part a lot of fun, both building it and defending.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 07, 2015, 11:37:15 PM
The rebar is nice, I like the mechanic for using that. I've got 48 hours before Fallout 4 hits, maybe I'll have a play with some concrete :)


Title: Re: 7 days to die (server)
Post by: Sky on November 08, 2015, 09:01:02 PM
Don't forget the spikes! And barbed wire for the walls. Make it a zombie grinder!

And turn up the metal spawn, make it fun.


Title: Re: 7 days to die (server)
Post by: apocrypha on November 09, 2015, 09:27:08 AM
Got distracted by codblops3. Then Fallout 4 was available. I'll come back to this at some point :p


Title: Re: 7 days to die (server)
Post by: Mandella on December 15, 2015, 10:38:16 AM
Alpha 13 is out and it's huge!

The zombies are finally getting a hi-res pass, weather now has an effect on your character, as does clothing (beyond armor), plus a full wall-of-text-load of other changes.

Read all about it here:

http://7daystodie.com/alpha-13-status-and-release-notes/

I won't have a chance to jump in until later tonight, so bleh on that.

Oh, and zombie bears.

 :ye_gods:


Title: Re: 7 days to die (server)
Post by: MrHat on December 15, 2015, 11:51:38 AM
It's got some problems that are crashing some servers.  According to my hardcore 7days friend.


Title: Re: 7 days to die (server)
Post by: Mandella on December 16, 2015, 08:53:11 PM
So the random world gen can give some really "interesting" terrain, so I wasn't at all surprised to encounter a multistory house stuck out of a cliff face. Kinda looked like one of those California houses waiting to skate down the hill during a mudslide. Well fine I thought -- make it a little harder for the zombies to get in.

I worked my way in, tried to loot a pile of trash on the floor, and the whole house immediately tumbled down around me. Well not immediately -- the floor went, dropping me down to the ground, then one wall fell on me, then another wall fell on me, then the roof.

So yeah, the collapsible structures tech seems to be working all right. Bit of a framerate hit along with the hit point hit, but it actually looked pretty good.


Title: Re: 7 days to die (server)
Post by: Mandella on December 18, 2015, 08:32:51 PM
Okay, so this game has induced me to ragequit twice in the last twenty-four hours, so it's got that going for it, I guess.

Forget the bears, it's the dogs that are OP in this release. They are ridiculous. Time from full health to death (cloth armor) when one of these things attacks is less than five seconds. They are low to the ground and cannot be seen when lurking in brush, and they can run faster than you anyway. Back in previous versions they only spawned in ruined cities and at night, so you could avoid them until you could gear up, but as far as I can tell they can spawn out anywhere now. They are rare, but that doesn't make it better.

I was quite literally walking down the road unharmed when one of them lunged out and tore me to pieces. Other time was within a "secure" building at night -- I don't know if it spawned inside or maybe found a hole I missed, but either way there is no chance once they close on you.

So, anyway, watch out for the dogs.


Title: Re: 7 days to die (server)
Post by: brellium on March 26, 2016, 07:05:53 PM
Alpha 14 hit, with the mother of all bug fixes.

http://7daystodie.com/alpha-14-hits-the-streets/

but I'm too busy playing 10 other things at once.


Title: Re: 7 days to die (server)
Post by: Sky on March 26, 2016, 08:34:04 PM
I glanced at 7d2d for a sec before booting up minecraft this morning!


Title: Re: 7 days to die (server)
Post by: apocrypha on March 26, 2016, 11:19:55 PM
Spooky, I also had a 7DTD moment yesterday and saw that alpha 14 (http://7daystodie.com/alpha-14-hits-the-streets/) has been released. Big, biiig list of changes since alpha 12 which was when I last played. Skills, quests, millions of things. Still on my 'check this out again sometime' list, but not right now.

Whatcha up to in Minecraft? I've been pootling about with a tweaked FTB Infinity pack for a while but got sidetracked by Fallout 4 again this week, making robots  :awesome_for_real:


Title: Re: 7 days to die (server)
Post by: Mandella on March 27, 2016, 12:21:12 PM
Why oh why did I decide to play on Patch day???

 :ye_gods:

My campfire is not working. Can't load fuel or tools into it.

Thing is, I can't find anyone else reporting this bug, so it's likely either a glitch on my end, either with my machine/install or just me in particular (meaning have I forgotten how to load a campfire? Press E and drag fuel and tools into the proper slots right?).

EDIT: Okay then. Problem on my end and has something to do with streaming the game to my Living Room TV. It works fine on the actual gaming box.

Right. Onward to more troubleshooting...

EDIT 2: In case anyone is anxiously following this, turns out to be some weirdness caused by me trying to run in windowed mode while having multiple monitors on my source machine. Switching to fullscreen fixes it. Leaving this here in case somebody else runs into the same type of issue...


Title: Re: 7 days to die (server)
Post by: Sky on June 12, 2017, 08:44:22 AM
Alpha 16 is up on Steam if you go for the experimental branch. Still bugs being reported, but my first few ingame days have been stable enough.

As always with the Fun Pimps, tons of changes going in. New zombies, new game rules, new spawn system, bigger Navezgane, random map improvements.
https://7daystodie.com/forums/showthread.php?52805-Developer-Diary-Alpha-16!!!

I really enjoyed the horde system in A15, so I'm hoping that combined with POI spawners and sleepers (and persistent spawns!) improves on that.


Title: Re: 7 days to die (server)
Post by: Mandella on June 12, 2017, 01:36:36 PM
From the patch notes:

"Replace hornet with zombie vulture"

No more getting honey from them I guess...

More seriously, I'm glad they're doing this. I always hated the hornet, just cause it seemed to clash with the aesthetic they were going for.


Title: Re: 7 days to die (server)
Post by: Bzalthek on June 17, 2017, 01:10:54 AM
Sleeper system is pretty damn awesome, though they keep spawning in my hotel base.


Title: Re: 7 days to die (server)
Post by: Sky on June 17, 2017, 06:33:12 AM
It's a bit trickier to tweak to my semi-relaxed playstyle. I'm spending a LOT more time just dealing with the rampant zeds and I have the ingame settings dialed low. In A15 I turned dogs and bees off, but with the new spawn system it's a lot trickier to remove entities from groups. Apparently replacing them is better, but even when I tried that I was getting loops from spawn calls I couldn't isolate. ANd I haven't dug into how to pull back the overall spawning, but again, I like how they're branching the spawn system out. Like now I'd leave in sleepers as is (hopefully with their respawn bug fixed, heh), pull back hordes slightly but greatly reduce roamers and randoms (so it's mostly a danger from hordes and exploration).


Title: Re: 7 days to die (server)
Post by: Sky on June 18, 2017, 04:12:32 PM
After a few false starts trying to 'fix' wolves (after getting constantly mauled to death), I finally figured out how to tweak it better than trying to learn the new spawn system (across multiple xml): just tweak the class directly. Can slow them down, reduce awareness, etc.

Or be like casual me and swap them out for stags. Stag pack spawn still makes me chuckle.

Srsly fuck stock wolves, had packs spawn directly in front of me and take me out before I could get a second swing in.

One of the great things about this game is how customizable it is for casual to hardcore, and the design for harder core players is actually fun and I keep incrementing towards it every new game.


Title: Re: 7 days to die (server)
Post by: Sky on June 28, 2017, 06:18:10 AM
Did I mention the traps and electricity in A16?

https://www.youtube.com/watch?v=6Pl3OD1qYI4


Title: Re: 7 days to die (server)
Post by: Sky on July 13, 2017, 06:31:15 AM
Alpha 16 stable is out! Not without its share of bugs, but it's very playable and there was a huge amount of content added. Well worth another look if you haven't played in a while. Good timing because my computer crashed last night (unrelated to 7D2D) and wiped my save. Not the first time, so I've been backing up, but I had just looted the massive amount of book crates in the new corporate building for Crack a Book...

http://7daystodie.com/a16-early-streaming-release-notes/

Grab a cuppa or a coldee and behold:



Title: Re: 7 days to die (server)
Post by: Mandella on July 16, 2017, 01:15:50 PM
Goddamn undead vultures have got to go. I hated the hornets, but at least they stuck to the cities, and you could pull honey out of them. First encounter I had in version 16 was a goddamn vulture swooping on me. No problem right? two hits and it's dead -- and I'm infected.

Hey, let's head to Trader Joe's and maybe he'll have some antibiotics... Nope, and now there is a horde outside trying to tear down his wall.

Anyway, flying infection vectors need to stay out of my zombie apocalypse, and I'm looking at you too 28 Weeks Later!


Title: Re: 7 days to die (server)
Post by: Sky on July 16, 2017, 07:22:55 PM
Yeah, the new spawn system is giving me trouble with removing entity classes entirely (I had been swapping dogs and hornets with stags). So I just nerfed the shit out of them, made them extend the timid class and gutted their AI routines to target the player. So far so good.

Honey is a bit more common as loot, check stumps. I almost died from infection and also dysentery, that's almost never happened in the game, so it's probably a good change overall.

Though the vultures not respecting the day 1 safe zone is a bug and is supposedly fixed with the hotfix yesterday evening.


Title: Re: 7 days to die (server)
Post by: Sky on July 17, 2017, 07:19:24 AM
I also run the console command 'weathersurvival off' at the beginning of each session. Unsure where to alter that via xml, and for now I'm avoiding the jacket donning/removal simulator until it's a more interesting system.

As amazing as this update is, be aware zombies are super broken right now. They can't hear well or smell at all. I believe they shut those off to work on other systems, but it makes for some really unbelievable moments, like trailing a horde and picking off singles without anyone else noticing.


Title: Re: 7 days to die (server)
Post by: Mandella on July 17, 2017, 12:19:33 PM
The weather system doesn't bother me too much, although things can certainly get pretty funky near the edge of the biomes. I actually like the zombies being a bit broken right now, since they are pretty thick on the ground. I can use every chance I get.

Restarted, got bit by a vulture again. I really hate to do much modding/config editing on an Alpha game. Too much of a moving target. But I might have to to get rid of those things. Do not like them, no sir.

I'm also apparently having the worse RNG this patch too. Dozens of tree stumps and dead nurses have dropped not one antibiotic. Not even a bandage, although I did get a vitamin once.

All I need is a mushroom and I might be able to make my own, but I have a bad feeling I'm going to have to go down into a cave to get any shrooms, and I hate caves.

Things look a lot better now. The ragdoll effects are certainly more realistic. Seeing buildings in the distance is also a nice touch. But they might have cranked up the game difficulty a little too much for this casual player.


Title: Re: 7 days to die (server)
Post by: Sky on July 17, 2017, 07:51:46 PM
I'm pretty newbish at it and only nerf the vultures (because fuck them) and the wolves (until they stop being nigh instadeath with their sight range/close speed/pack spawn). It's got very friendly xml to edit, though it got a LOT more complex with the new spawn system (I've yet to remove an entity class or even swap it without errors...need to learn how to fix sleeper cell calls).

It's tougher but in mostly enjoyable ways, or at least in interesting 'make me a better player' ways. I play way less lazy now (still totally lazy though)


Title: Re: 7 days to die (server)
Post by: Mandella on July 17, 2017, 11:10:57 PM
Yeah, I've messed with the xml in the previous Alphas enough to nerf the whole 7 Days horde spawn thing, which now has been replaced by the Blood Moon? Which sounds kinda interesting, so I haven't tried to change it for this playthrough, yet.

I'm less about wanting to build forts in this game and more about wandering around establishing temporary bases while I explore and "level up."


Title: Re: 7 days to die (server)
Post by: Sky on July 18, 2017, 07:13:01 AM
The two basic play styles are Builder and Nomad, so you should be fine.

Why would you nerf hordes, they're the best part :) There are now 3 kinds of hordes: screamer, wandering and Blood Moon.

Screamer hordes are spawned when a screamer zombie senses you. A screamer is a rare spawn on the normal spawn tables, more commonly she'll show up if you get a base going because of the heat map mechanic (lots of forges, workbenches, torches, etc). She's kinda asian long hair creepy girl, you'll be more scared of her here than those movies.

Wandering hordes are new, the game will randomly throw a horde in your direction to keep you from getting too lazy. It breaks up the regular gameplay nicely imo, reminds you to keep your head on a swivel because it's not just a zombie or two, it can be a train of them. And they can be big, a couple dozen is not uncommon. Luckily the AI being crippled in code right now means you're only in danger if you're right in their path. But you should still take them out, lots of loot and xp (especially for Nomads).

Blood Moons have been around a while now, it's the 7th night horde. On day 7, 14, etc, you'll have constant zed spawn that is always hunting you. Can't hide. You can build a base and traps or just fight it out, both styles are valid. Most of the devs actually play as Nomads, Gazz doesn't even have walls on his base, it's just his bedroll, forge, workbench and some crates. Anyway, these are relentless and will spawn a number based on your calculated gamestage, and the number in the options menu (when you create or continue a game) is how many will be alive at one time. So if your gamestage spawns 70 zombies for the Blood Moon and you chose 16 in the menu, the game will try to keep 16 zombies coming at you until it hits 70 total spawned. If you cream them early, I think it will continue to send stragglers, unsure (I always seem to get a stream of stragglers after the main horde is down).

Gamestage is also new. The game looks at your gear type and quality level, how long you've been alive, what game day it is. Then it calculates a number called the gamestage that it uses to populate the spawn calls (and of course the contents of those calls are all open to xml). All spawn systems use the GS as a basis for populating their call.


Title: Re: 7 days to die (server)
Post by: Mandella on July 18, 2017, 01:58:28 PM
Looks like they've changed the way the 7th Day Horde/Blood Moon interval is calculated. With an admittedly quick scan of some of the xml files I don't see a quick and easy way to change the value. In old games I would set it to be like once a month or longer, to better suit my playstyle.

Point me to the particular spot in the xmls where I can change the value? Otherwise I could just nerf the gamestages I guess, but I'm not looking at making all that much effort...


Title: Re: 7 days to die (server)
Post by: Sky on July 18, 2017, 03:13:21 PM
In spawning.xml, look for NightHorde. Change the day values to increment however you want.


Title: Re: 7 days to die (server)
Post by: Mandella on July 18, 2017, 10:25:53 PM
In spawning.xml, look for NightHorde. Change the day values to increment however you want.

Aha. Thanks.

It's not even the hordes that bother me, just the "always seek you out" crap.

And yeah, dogs/wolves are even more OP than ever. I was being chased by some zombies, suddenly a canine form shot past me and attacked the two zombies. Cool, I thought, until he knocked them over then turned on me. Took like two bites.


Title: Re: 7 days to die (server)
Post by: Sky on July 19, 2017, 06:13:41 AM
I nerfed their hp. Still a danger, especially in packs, but at least if I'm quick to club them down I have a chance. For the first week they're just too brutal because you can't mete out damage or mitigate theirs well. Also was in the wasteland for a bit, so I can attest that the AI nerf for vultures worked great. I did have one come at me, not sure if it was intentional or he just swooped near me. But most of them left me alone, which was fine.

Found the Crack a Book HQ and got the spiked club, now I can 1-shot the first two tiers of zombies (I've trained Pummel Pete, though). As a non-combat-focus character it makes me happy.

Now I've got to improve my base for the 2nd week horde. Going to try the spike pit, I've got decent enough tools this week and hopefully can get enough concrete mixed (I found three mixers on the construction site, I'll spend a day or two there mixing). My week 1 base was a 9x9 room with horizontal pole walls (poles have same SI as full blocks, but you can shoot through them and unlike metal bars, collect loot) and a 2-wide spike moat.

Had the usual issue with zombies piling up on the spikes, making them difficult to repair. Have to think about that one, it's a perennial problem. Or just suck it up until I can make a layered defense with turrets and whatnot. It's a really good Alpha phase to try base building, btw. Hordes are extra dumb and we got a lot of new toys.


Title: Re: 7 days to die (server)
Post by: Sky on July 25, 2017, 06:41:09 AM
Somehow I never made it far enough in A15 to get a minibike (I was focused on learning proper base building and how SI works, I had always played mostly nomadic). Such a great addition to the game! I only had a QL80 engine to build the first bike, but quickly found a QL 250 engine, huuuge difference! And then looting last night, I came across a QL 550 basket! The mobile storage helps a lot with the longer distance scavenging.

Spike pit worked ok, but had the problem where they mill around at the top. Reloaded my backup and tried again with the max alive cranked to 64, which helped knock a few in as they jostled around. Trying a bit of an upgrade to the design. One nice thing is that by putting my workshop under the pit, screamers are drawn there instead of my bedroll/storage/POI house. Spent week 3 connecting my 1st week tower, the POI and the pit base and building it out with walls. Now I have some mobility and my first pretty darn decent base.

Starting to pick the countryside pretty clean, so I may go scouting for a new location for the next level base, or maybe just expand out the defenses around the pit and keep that as a central core. Having the bike helps a lot, though I'll need to get a chem station pretty soon, as I've been scavenging the cars in the area as I drive around...and I'll need a ton of gas for generators when I put in electricity soon (trader joel had a crappy generator for sale, cheap)


Title: Re: 7 days to die (server)
Post by: Mandella on July 25, 2017, 09:35:49 AM
I ended up nerfing the zombie dog speed, and then further nerfing the hit points of all living dangerous creatures by 90 percent. It just didn't feel right to be in the middle of a massive altercation with zombies and have to panic when a couple of wolves enter the scene.

I left bears alone though. Bears should be insane.

Been experimenting with the base-all-up-on-concrete-columns-with-traps-below design. The neat thing is that the zombies help you in knocking out the lower floor walls!

I've never actually completed a minibike either. I think I'll make that a goal for this playthrough.


Title: Re: 7 days to die (server)
Post by: Sky on July 25, 2017, 10:00:45 AM
Main problem I have with a stilt design is that once your spikes are gone, you have to stay centered so they don't knock out the support columns.  In A15 I fortified a POI (which I feel is unnecessarily too large for an early base) and used half slabs so I could repair the spikes outside.

I'll take some pics of my week 1 and week 2/3 bases.


Title: Re: 7 days to die (server)
Post by: rattran on July 25, 2017, 11:47:57 AM
I've been setting up multiple mini-platforms with bridges to nearby POIs, leading the hordes around to snipe and run them over spikes. As long as they don't dig holes and destabilize under the posts everything goes fine. I suspect once puking cops start spawning it'll all go to shit, but I haven't come up with any real defense against those.


Title: Re: 7 days to die (server)
Post by: Sky on July 25, 2017, 01:22:01 PM
I put a block or two of foundation under my posts, my walkways are pretty much still wood frames at this point, benefit is I can pull them up if a spider gets up top.

Underground bases can be kinda cheaty since zeds don't deal with them well, but my point isn't to avoid confrontation, just trying to build a better zed trap. The spike pit will stop being effective when exploding cops show up, so I'll use the next couple weeks to develop my science skills.

I should probably go into creative mode and try out different ideas, but I'm stubborn about learning under fire :)


Title: Re: 7 days to die (server)
Post by: Sky on July 25, 2017, 10:00:07 PM
http://imgur.com/a/jSSm5

(http://i.imgur.com/4EtseAV.jpg)
(http://i.imgur.com/64Nlpx6.jpg)
(http://i.imgur.com/CV14myi.jpg)

Just got steel as night fell and upgraded the spikes to steel. The worst ones were only 70% damaged, so it was more than enough for what fell in. Need to rework the upper opening, they tore out all my wedges. Way more fell in on the 21 day horde than the 14 day, but maybe there were just more overall. Still need a better way to get them in. Next build will probably be a gauntlet style, where they have to make it through a hallway of traps. Trying to balance killing the most zombies with the least repairs and most loot.


Title: Re: 7 days to die (server)
Post by: Bzalthek on July 27, 2017, 09:42:53 AM
Shotgun turrets essentially solved horde night for me.  I dug a pit 20 blocks down.  At 15 I set up the zombie kill floor, surrounded by iron bars.  Floor is quarter blocks.  I stand under the kill floor and loot as zombie fall in and get destroyed by 5 shotgun turrets.  I didn't even bother looting the last tow horde nights, just went afk under the kill floor.


Title: Re: 7 days to die (server)
Post by: Mandella on July 27, 2017, 11:19:53 AM
Holy crap! Well, I don't think I'll be sharing the pics of my modest two room walk-up in the burbs. I have a forge and a workbench. I actually spend time worrying about insulating and venting the firebox. Yes, I know the game doesn't model that sort of thing, but it just doesn't look right sitting on a wooden floor in a closed room.

What the game does model is weather, and I have to say as awkward as the interface is for changing clothes I wouldn't want to remove it. Just too big a gameplay and construction effect. For instance, the hatch in my roof leaks (considering that I built it out of scrap wood and ripped off metal siding I'd be surprised if it didn't). Big puddle of snow under it in the center of my room. Can't dry out anywhere near it. So I went up and build a shed over it on the roof. Gripping adventure!

But then I've nerfed the Horde spawns so much now that the game is less "7 Days to Die" and more "Plenty of Time to Mess About With Construction While Being Inconvenienced by the Occasional Undead."

¯\_(ツ)_/¯


Title: Re: 7 days to die (server)
Post by: Sky on July 27, 2017, 08:19:17 PM
Up until this build, I mostly played like that. A15 was my first serious attempt at a base that could survive horde nights and A16 is the first I not only didn't nerf hordes, but bumped them to max spawn size.

Last couple nights went on what was going to be a minibike ride to the trader but turned into a huge tour of the map, setting up caches of scavved stuff as I went. Unfortunately forgot my wrench and didn't find one, so I ended up back home with 6% gas (despite looting a gas station along the way!).


Title: Re: 7 days to die (server)
Post by: Sky on July 31, 2017, 09:57:27 AM
Day 28 horde ripped the shit out of my pit trap. Trying to get them to funnel into it was a pretty epic fail. Day 21 they bashed up the ramps pretty good, but day 28 they took out about the top 10 blocks of the shaft, and most of the ground around it, too. Seems like some radiated cop explosions, since I got three or four of them in the pit. Pit held up fine and no base penetration, but I'll need to build something new for day 35, for sure.

Luckily, I've been training some science skill and the traders got me a couple bits of electrical trap stuff to get started (a crap generator, a couple trip wires, some fence posts and relays). Also need to settle on a gun skill to work and build out ammo for it.

Also found a QL500ish engine for the scooter, holy crap that thing fliiiies. Like, literally, have to be wicked careful to not damage the crap out of it!


Title: Re: 7 days to die (server)
Post by: Mandella on August 03, 2017, 06:48:04 PM
So mucking about I found what I thought to be someone's basement bomb shelter to actually be a fairly large underground facility. Cool, I thought, I might want to move down here and let the Hordes pass over.

Then I remembered that said Hordes can auto-detect you, and would likely make a bee-line to me by burrowing through the ground. I would probably last an hour, then there would literally be zombies raining down.

I understand what the mechanic is trying to simulate, but I really, really hate it.

Did I mention that the RNG is being really mean to me this play-through? I still haven't found the mini-bike. Hell I haven't found the spiked club schematic (which is okay, since I prefer the sledgehammer anyway).


Title: Re: 7 days to die (server)
Post by: Sky on August 03, 2017, 07:55:27 PM
You mean the mini bike book? The bike is just the frame, place it on the ground and add parts (after you have read the book). The new Crack-a-Book corporate tower is good for books, as is the day care center.

I'm stuck on design for a day 35 base. Don't quite have the resources for a decent build, but my current base won't survive another horde night, most likely. I've got some cool corridor style grinder ideas, but trying to funnel in the horde is rough. I actually tried a quick mockup in creative and the horde came from a different direction for the first time. Actually pretty clever, but kinda blew my hope that I could develop the north end of the defenses to handle most of it...


Title: Re: 7 days to die (server)
Post by: Mandella on August 03, 2017, 08:13:46 PM
You mean the mini bike book? The bike is just the frame, place it on the ground and add parts (after you have read the book). The new Crack-a-Book corporate tower is good for books, as is the day care center.


As luck would have it, found the Mini-bikes for Dumbshits book as soon as I logged in after posting. And I need cotton for the damn seat. Sigh. Well, time for a hike into some biome other than arctic.


Title: Re: 7 days to die (server)
Post by: rattran on August 04, 2017, 05:53:57 AM
Got my skymall platform forts set up, and decided to try crack-a-book (fun but a little crazy toward the top) the construction site (watching sleepers fall off was fun) and then tried the pharmaceutical building. Crazy hard when you get up to the lab area, lots of first aid packs looted, none left by the time I gave up. Feral radioactive cops are too tough.


Title: Re: 7 days to die (server)
Post by: Sky on August 04, 2017, 06:56:14 AM
I just snagged a few choice items and got out of the pharma area. It got super hairy, zeds were taking themselves out on mines and they were banging on the walls everywhere. I apparently went up the back way and . bypassed a lot of the traps...but the sleepers were waking up like mad and setting them off. Nice, fun chaos. But it was my least thorough loot of any building thus far.