PC V2.0 Storms Brewing Dev Diary

@faatal I know a UI overhaul is slated for 3.0 or 4.0 - any chance we might be getting something that looks less plain? I found this on Reddit, and it's VASTLY more interesting than what we currently have.View attachment 34093
This UI brings so much memories, good ones. How 7 days to die was and how it is now.

What a roads this game was on and around, surviving among other ones in the genre and making its own way to ..what ..top 20 in Steam ? Wow ! 

 
@faatal or @Roland

Either one can answer this one easily. The damaging storm, meaning when Roland had

to build a makeshift shelter. Is it the same mechanic for all four biomes? The only description

I can give at the moment is, particle stream. Or does a smoke cloud rise in burnt, radiated dust

in the waste, and sand blast in the desert? If they are all the shared mechanic, can you allow

the possibility in the property to allow the visual yet inert particles generated to be used in the

same line. So they can be timed together.

@faatal This is just a curious question, When new employees are added to the team, do you

advise them to download and experience some of the previous versions still available, to get a 

well rounded feel or understanding for the progressive development of the game?

 
They did. The snow biomes only generated at a certain high block height and the desert only generated at a certain low block height and the three forest biomes and plains biomes generated between those extremes. Temperature also rose and fell with block height.

One of the downsides is that it created many smaller biomes and the team wanted larger biomes with fewer instances of crossing borders. It only lasted for one or maybe two alphas maybe around alpha 12 or 13. I don't recall but I think it was tried and rejected before the first console version came out. Alpha 10 was the last alpha to have unlimited maps and I'm pretty sure it was after that.

I found the reference to temperature change based on block height in the Alpha 13 patchnotes: https://7daystodie.com/alpha-13-status-and-release-notes/

I'm not sure if that is when they also tried making the biomes based on block height as well.


That was well before I started playing, but I know a lot of interesting ideas (good and bad) have come and gone over the years.

I'm honestly happy with 95% of the game (largely owing to mods) but the jarring jump from desert to snow is one of the few things that really sticks in my craw.

 
Yeah, you can make what is basically a large flat hill be covered with snow.  Plateaus work as well.  But in this game, that doesn't have the same effect visually as a snowy mountaintop.  It ends up looks more like just a normal biome map rather than one that is based on elevation.

I wasn't meaning that you can't do anything at all with it.  There are plenty of Teragon maps that have elevation based biomes that work fine.  But it's not as simple as just adding elevation based biomes.  You need to do something with the terrain to make them work.


Exactly. It really comes down to how -- and in what order -- the various map elements are generated. To get contiguous elevation-based biomes to work properly, the map has to first be sectioned into biomes and then terrain generated to fill those regions.

Vanilla RWG mostly treats biomes as an afterthought by slapping a biomes.png on at the end, and adding a few stamps here and there. Teragon's elevation-based biomes are nice in theory, but in my experience such maps always end up with bunches of small, scattered biomes all over the place instead of large, contiguous biomes.

The best way to do the Snow biome in the current game would be to place that entire section of the map on a large uplift (whether a single plateau or mountain foothill region). Unfortunately the only way to do that is to make a map by hand.

 
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Exactly. It really comes down to how -- and in what order -- the various map elements are generated. To get contiguous elevation-based biomes to work properly, the map has to first be sectioned into biomes and then terrain generated to fill those regions.

Vanilla RWG mostly treats biomes as an afterthought by slapping a biomes.png on at the end, and adding a few stamps here and there. Teragon's elevation-based biomes are nice in theory, but in my experience such maps always end up with bunches of small, scattered biomes all over the place instead of large, contiguous biomes.

The best way to do the Snow biome in the current game would be to place that entire section of the map on a large uplift (whether a single plateau or mountain foothill region). Unfortunately the only way to do that is to make a map by hand.
Not quite...

Teragon biomes can easily be large rather than small, but it depends on your settings.  For elevation based biomes, you need to create terrain that gives you good locations for higher elevations, which is possible.

Also, Teragon can easily generate different terrain and differently elevated terrain in each biome.  The fifth default preset, Works Generator 5, does basically that, though it is not set up to give each biome a different elevation but instead gives different terrain for each.  But it would work the same way.  If you wanted, you could easily have Teragon generate each biome at very different elevations with very different terrain with cliffs or rivers separating them if that was what you wanted. 

The main issue with such a map is having a way to get up onto that higher elevation, unless you just want to use gyros for that.  Teragon currently doesn't have the ability to make switchbacks, so getting a road up the side of a cliff would need to be done by hand or else the road would look really odd.

Teragon can do a lot of things that you might not realize until you've used it a lot.  😁

 
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Not quite...

Teragon biomes can easily be large rather than small, but it depends on your settings.  For elevation based biomes, you need to create terrain that gives you good locations for higher elevations, which is possible.

Also, Teragon can easily generate different terrain and differently elevated terrain in each biome.  The fifth default preset, Works Generator 5, does basically that, though it is not set up to give each biome a different elevation but instead gives different terrain for each.  But it would work the same way.  If you wanted, you could easily have Teragon generate each biome at very different elevations with very different terrain with cliffs or rivers separating them if that was what you wanted. 

The main issue with such a map is having a way to get up onto that higher elevation, unless you just want to use gyros for that.  Teragon currently doesn't have the ability to make switchbacks, so getting a road up the side of a cliff would need to be done by hand or else the road would look really odd.

Teragon can do a lot of things that you might not realize until you've used it a lot.  😁


That's pretty cool. I've spent quite a bit of time with Teragon, but I had no idea it could do that. Shame about the limitations to road generation. Hopefully Pille will eventually get around to that, along with adding support for those wilderness highway gateway tiles that have been in Vanilla RWG for like 2 years now. 😜

 
That's pretty cool. I've spent quite a bit of time with Teragon, but I had no idea it could do that. Shame about the limitations to road generation. Hopefully Pille will eventually get around to that, along with adding support for those wilderness highway gateway tiles that have been in Vanilla RWG for like 2 years now. 😜
Not that long.  Those were added in 1.0.  :)

And although I haven't tested it, I think those might be possible to do in Teragon even though they are specifically supported.  I have a couple ideas that might work and would need to try it out.  They just aren't a priority right now because there are other things being worked on and a lot of people don't like those because they end up having to travel far to do quests from traders on those.  As far as roads, Pille plans to do a rework of those at some point and that would probably be the time he'd look into switchbacks.

If you want to try a map like that in Teragon, stop by the Discord and I can give you some details on what you can do with it.

 
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I like that idea and the model is already in the game with the legendary part added to T6 quality gear recipes. It would be in line with existing mechanics. 
 

That also means it should be pretty easy to mod in if TFP doesn’t end up extending and connecting the looting progression they’re designing with the crafting progression. 


Similarly, legendary parts for final tier guns dropping at loot levels in the teens on a T2 infestation quest seems a bit off.

Having legendary parts that were limited in the tiers they could be applied to would encourage crafting of Q6 lower tier items and tone down how easy it is to craft Q6 endgame stuff as soon as you have the skill.

 
I have a feeling that if 2.0 is not out at least a week before Memorial Day (May 26), then it will be sometime in June. Remember that it's a holiday, long weekend off in the U.S. and Canada too.

No worries as TFP will release it when they feel it's ready for experimental, whenever that May be (see what I did there with May?) 😁

 
May we give a prayer 

Oh great dark gods, maybe 2.0 be released soon and all goes smoothly for all the Pimps, 

And we get the holy patch notes
From your message, the word "soon" is missing the trademark (TM) next to it. This is a trademark of The Fun Pimps and you could get in trouble for not respecting it (as I just did also... Oops!). 😁 soon™ (there you go)

 
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