PC Storms Brewing: Weather System

Nexian

Refugee
Is there any information on this yet? With clothing not being a thing at the moment I am curious how they're going to make the weather a survival threat.

Tbh my ideal would be just adding a unique Survival UI to each Biome that needs it.

Like, imagine if when in the Snow Biome it showed a Body Heat Meter. It'd be similar to the old system. You have a body heat, and in the Snow Biome, without a strong heat source, the Body Heat is always going down, just at different speeds based on various factors.

It reaches thresholds where it makes combat or actions more difficult, and reaching zero has you literally freeze to death,

Then the weather impacts it too. e.g. The biome has cold days, but freezing nights. It can have icy fogs or various stages of Blizzards, up to an incredibly life threatening one where you can't be outdoors for more than a minute.

Armor can have insulation mods. Torches become more necessary even in light areas. Zombies are more attracted to heat during blizzards, Blizzards obscure vision to a heavy degree, hot drinks fight the cold, water freezes and dew collectors stop working on freezing days, but snow can be boiled. A Pyre Fire can be built to combat the coldest nights.

And in the Blizzards, when vision is lowest, zombie wolves may prowl, starving and undying and with feral sense for body heat

Would just be neat if each zone had some unique mechanics for survival to work against in any case.

 
They haven't given details and probably will not until it's almost finished and only hints then until it's ready for experimental.  Still, we know they intend to make weather a factor and different biomes will have different weather/environmental affects.  For example, we know that the wasteland will have radiation.

 
The specifications of the clothes that were changed this time were that some of the clothing skills were extremely powerful, and just taking attributes would increase the armor magazine. It was a very strong incentive for players.

From that, I expect that the weather system will be similar to the Crystal Hell MOD, for example, and that measures will be almost essential.

In past versions, there were times when the cold drastically reduced movement speed, and the heat caused a powerful debuff that prevented stamina from recovering at all, so I think that at least while you are in the biome, you will always be affected by such effects. You may even continue to receive damage from heatstroke.

This change also matches TFP's intention to slow down the progression of the magazine. This is because large towns are now only placed in biomes after the desert.

If you want to get abundant bear drops in the snowy plains or wilderness, you must first take measures against the environment, so it can also function as a stopper against this.

 
The specifications of the clothes that were changed this time were that some of the clothing skills were extremely powerful, and just taking attributes would increase the armor magazine. It was a very strong incentive for players.

From that, I expect that the weather system will be similar to the Crystal Hell MOD, for example, and that measures will be almost essential.

In past versions, there were times when the cold drastically reduced movement speed, and the heat caused a powerful debuff that prevented stamina from recovering at all, so I think that at least while you are in the biome, you will always be affected by such effects. You may even continue to receive damage from heatstroke.

This change also matches TFP's intention to slow down the progression of the magazine. This is because large towns are now only placed in biomes after the desert.

If you want to get abundant bear drops in the snowy plains or wilderness, you must first take measures against the environment, so it can also function as a stopper against this.


I doubt tfp has the ability to code that properly, They have said many times "oh doing this is impossible" few days later a modder does it with no problem. If a modder can do it for free, the devs have no excuse why they can't as they get paid for it. A good example is the old farming system where you would use a Hoe to make the ground fertile for crops, tfp was like "That can't be done anymore with the new terrain(or something of that nature) so now use these clunky farm plots instead" Overhaul mods come out? guess what? they have a perfectly working Hoe even though the devs said it was impossible to be done. Several overhauls I play add a ton of features to the game, and many of them are made by literally one person by themselves.

Hell one mod I play has ranged enemies that fire lasers and such at you and they aren't laser accurate either, they have a wide spread on purpose or else the player would have no chance, you can even watch their bullets travel in real time, so you can physically dodge them by just moving out of the way. One of the top reasons why bandits were delayed so long wasn't the char models I feel, it was the mechanics of having a npc that can use a gun due to how guns work in 7dtd. It has to be balanced properly, if they have the same gun damage a player would the player is going to have no chance they need to hit weaker and have a programmed far bigger spread than players would. A good way to see this done decently is in fallout 3/4 as you can usually see the bullets as they fly. I think those games also have coding in so the npc is coded to miss the first few shots on purpose to give the player a chance to fight back or take cover.

As for the rwg changes, I do not care for them one bit, and I will tell you why, its because every map is essentally the exact same now. In forest? every trader is rekt, and you'll never find more than a small town, ever. They removed the random part of the world gen and basically made it mostly static, about the only diff is what poi's spawn in the preset towns in each biome, it make the game extremly boring as every map is essentally the same now.

If they insist on sticking with this system a few things need to be added to the game, like how about giving us a mobile base, maybe a motorhome we can put stations on and such, so we can be nomadic if we want to. Another way is just make vehicles much faster, I don't know about you, but bicycles aren't that slow irl. I've gone over 70 KPH down a hill on a bike before and on flat ground I could easly hit 30-40 kph if I wanted to. A 3rd way is allow fast travel between traders maybe for a duke cost and a game hour or 2 goes by. A bigger inventory would also help. I use a 60 slot backpack mod in vanilla, the extra 15 slots add so much quality of life its insane, but not so much that its game breaking. Its still easy to fill up said 60 slots.

If you wanna really force people to go to diff biomes add more tiers of items. and each biome has its own primary metal ore, that you can only get in that biome. Wanna craft the best items? your gonna need to be in the wasteland to get the materials. Most survival games go with this method as its a more natural sense of progression. Where as 7dtd just feels overly forced and @%$#-poorly implemented.

 
If you wanna really force people to go to diff biomes add more tiers of items. and each biome has its own primary metal ore, that you can only get in that biome. Wanna craft the best items? your gonna need to be in the wasteland to get the materials. Most survival games go with this method as its a more natural sense of progression. Where as 7dtd just feels overly forced and @%$#-poorly implemented.
It used to be like this, several Alphas back.  Coal was only in Burnt or Wasteland.  Lead was... I think Plains and Pine Forest? You could find Iron in basically any biome, but all the others were tied to 1 or 2 specific biomes.  One of the requisites for a "good" base location was where several different biomes intersected so that you could mine most of what you needed without travelling far.  I loved exploring the map to find just the right spot.

That all went away when Plains and Pine went byebye.

 
It used to be like this, several Alphas back.  Coal was only in Burnt or Wasteland.  Lead was... I think Plains and Pine Forest? You could find Iron in basically any biome, but all the others were tied to 1 or 2 specific biomes.  One of the requisites for a "good" base location was where several different biomes intersected so that you could mine most of what you needed without travelling far.  I loved exploring the map to find just the right spot.

That all went away when Plains and Pine went byebye.


Pine Forest is still in, if I understand right they basically just combined the Plains and the Pine Forest into a single Pine Forest biome.

 
They call it Pine Forest, but its really just the old Forest.  Pine Forest had pine-needle ground, and almost exclusively the tall 900/1200 hp pine trees, and it just -felt- like it was from the PNY.  It was also very dense, usually rough and rocky, and didn't have much in the way of flat open spaces.  It was magnificent.

The current 'pine forest' is a mess of pine, oak, and tiny deciduous trees and a grass base.  More like like Ohio or Illinois than Oregon or Washington.

 
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Protecting against cold in a way that makes sense is kinda "easy" so far. We have clothes and heat sources. Essentially you can plausibly/realistically mitigate cold entirely with all thats available in vanilla.

protecting against heat so far doesn't make a lot of sense with any of the current items in how they function today. Other than "a hat" and poncho, skin covering, we don't have any sources of "cold" that the player can craft to stay cool, u less you count "drinking liquids".  I think the game needs a "cooling workstation" to keep things cold and to put cold effect on the player. But unless its "electric powered air conditioning", i think the only other option is "dig underground"...but this doesn't give a temperature conditioning bonus yet...i argue it "should"!

i think the burnt forest needs to be "hot" and you cannot really stay there long term, its just too hot... and it should never rain there. Make it almost "wasteland" like but unsurviveable for a base. You go and loot, travel through, but do not stay. And maybe you need a face mask to guard against soot, unless you are underground.

desert should be "you can live  here, but need temp/cold generation". So "make a cooling thing" to power, or dig underground. Make "going outside" with clothes being the only protection bearable only at night. Day travel by vehicle possible, walking at daytime deadly. 

wasteland could be "all extremes in temp" with some rad damage/effect (like acid/rad rain" or something.  Survivable long term only indoors, and you simply choose what effects to hurt you as it shouldn't be totally migrated with 1 "outfit" indoors. With 1 exception... underground.

This is a voxel game, and underground bases are (mostly) very dangerous when zombies dig. You can be ambushed or trapped very easily when underground without a lot of building and planning. Solar does not work underground, etc. there is a huge unlocked potential in building stuff underground in a voxel game, where attackers can break blocks. Its also more terrifying when you are enclosed and may not know where all threats are. 

so i feel that it would be "cool" to have the weather be very brutal and deadly and not able to be 100% stoppable of the effects (of any biome) unless you are underground or in pine/snow biomes. All above ground shelters will need some sort of heat/cool mechanism, and air purification if needed should come from helmet/face mods but you should not be able to add all of them to make a perfect weather mitigation helmet, for example.

also: when underground, it should be pitch black. You have to have light sources to see anything. None of this "i can see easily!" Like we have always had. The torch/fire effects are very nice in yhe dark, and it also makes "powered lighting" an actual necessity if your base is underground and temp buffered, else above ground you have natural light but must use power to keep the temps bearable. Except pine forest.

Make storms brutal, lightening damage a block or two or hurt power blocks if exposed, etc. Make rain super cold or radioactive or something. Make death a possibility. Maybe even have the ability to make weather predicting tools/workstation like a barometer so you can deduce if "tomorrow is going to he deadly". Yeah i know how the game has been going ("less is more") but i can dream.  Ive played several mods that make weather/darkness deadly and its a blast!

 
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