PC V2.0 Storms Brewing Dev Diary

Here's one for you all; which "announced" feature(s) for V2.5 are you the most excited about? ("announced" means: Any feature that is suppose to be part of V2.5, but could of course be pushed to a later update if not ready by the time TFP wants to release V2.5).

I guess my most anticipated feature would be the replacement zombies (Chuck "ex-Frost Claw" and The Rancher "ex-Plague Spitter") and also the distant storms (which I think looks so amazing, judging from the image that @faatal posted a while back).
I know some people want the 3rd person option, but that one's not high on my list.

I won't mention "jars" since it might upset Grandpa Minion. 😁
Honestly its gonna be storms, jars and both zombie models. Also once 2.6 or 3.0.


It's gotta be temperature
 
That huge storm wall Faatal posted
followed by temperature

I don't recall a storm wall pic, anyway you could link it?

Did some searching.
Is this it?

 
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Any update on if there will ever be real rivers in random gen?
Faatal said a month or two ago that he wanted to have generated (real) rivers instead of stamps, but that it is low priority right now. I'd take that to mean we might get it for 4.0, but that's just my guess.
 
@faatal
Can or will you tell me how to re-enable the other spectrums?

By this I mean Snow,Desert,Burnt,Waste,Forest, or Biome They do not
change spectrum on my monitor any more, only stormy,rainy,snowy, bloodmoon
work.

If they have been removed then that will answer my question also.

I was just looking for a possible option for a singular lighting
spectrum across the map, to append to my biomes.xml

Hmm, just thought bloodmoon is singular, still works, and allows the atmospherics
to stay. Maybe I can adjust bloodmoon to one of the others color scheme.
I don't know. I am not aware of spectrums being removed or disabled.

For example, I still see this in biomes.xml for desert:
<spectrum name="desert"/>
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@faatal
I have another 2 questions. They may seem odd, but they're not so much.
The tree branches, are basically billboard assets. At the farthest LOD
are the trunks also converted to billboards.

The second question is in regard to consoles. Can they crossplay xml mods
based on a world map, and config folder edits, or so they have to be
TFP personally supported?
The farthest LOD of a tree is the only one we call a billboard and uses a billboard renderer.

7dtd console cannot do anything with mods. We have no support for it and if we did it would have to be only xml type changes.
 
They said Dec, so.. I'm thinking we might just get it in time for New years eve.
I'm thinking that, if TFP wants 2.5 Stable before the end of the year, then they will probably be releasing the 2.5 Experimental very soon since there's a lot of stuff in it and there will be bugs reported that will need to be fixed before they release the Stable version.
Remember that lots of people don't play the experimental and that there's no Experimental on Console, meaning that the 2.5 release in December definitely means the Stable version.

Also remember that there's Thanksgiving this week (Nov. 27) so I would think it's a long weekend off for the staff, plus the Holiday break that starts sometime before Dec. 25 and goes on until the first few days of January 2026; so not that much time left for an Experimental release, bug fixing and Stable release.
The Fun Pimps staff needs a long deserving break during the Holidays to be with their family and friends; don't you agree?
 
Is this it?
Y to the E to the S.
I did a personal color burn, to see it's definition. It prompted me to
start making some Jagged mountain peaks stamps to frame it.

Edit: Look at it and how it contours to the upper ridges, it does not look
like something bouncing up against an invisible flat wall, like the clock battle
ground in the hunger games, it looks like it has volume.

Talking about walls, for the first time in a while, I ended up at the end of the world
because I couldn't see and ran into the border, For a minute I didn't know what was
happening. Because it isn't abrupt.
 
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<spectrum name="desert"/>
Yes, that is still there, but when I type spectrum desert in the conslole
it use to give a burnished color. Maybe I changed something when I
started modding, and didn't realize it. Back to the drawing board.

Most of what I mod is on a whim, I need to keep better records.
But Thank You

For the trees I only used billboard as a description because the upper
part above the trunks that we interact with reminds me of segments.
A misnomer on my part, sorry.

EDIT: and also the above is not based on a nostalgic request, or thought.
It is because There was one specific model of the Yucca plant, that
was completely different from the others. Meaning that it had something
associated with it that had an always face to it. That is the only way to
describe it. If you walked around it , this one would always turn with you.
It was kind of freaky, but way cool and interesting to me not knowing how it
was achieved. It was rendered like the grass segments for it's barbs, but it
was like an optical illusion.

The reason for the modding question, is because I was unsure if I can
share a custom world map that has xml edits also with console.
 
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I'm thinking that, if TFP wants 2.5 Stable before the end of the year, then they will probably be releasing the 2.5 Experimental very soon
I didn't realize that stable release was expected before the end of the year.
.. And as much as I can't wait for 3.0. I agree the Devs deserve a little time to enjoy their family and the season before it's time to get back to work.. Not too long, though, we got people goin' crazy those bandits weren't released a year ago. :p
 
Maybe it's true that your preferred implementation would have been equally complicated to do. We can't know that not being privy to the process.
But you're wrong that the new implementation is something that TFP is still "planning to do". They already did it. Their implementation is not in the planning phase and they would have to redo it all yet again to do it the way you would rather see it done.

Just to be clear, I was not suggesting that they do these things instead of the changes they're already making. I was suggesting that they do these things in addition to the changes they're already making.

My point is that there are relatively easy things that TFP can do, regardless of what they're already doing, that could make immersion better, simply by not presenting objects as being "in jars" in the first place.

This is low-hanging fruit. If TFP don't do it then maybe I'll take a day or two and do some of it myself. But I'm sure TFP could do it better, and unlike TFP, I can't make my changes show up on consoles.
 
And yes, if a game has jars and removes them, that's what I was mentioning about why people might complain versus a game that never had them in the first place and people normally won't complain about it.

While I agree with this, my point was more about the type of game in question. I literally cheered when I found out jars were being removed from 7days. To me they never felt like an intrinsic part of the game, just sort of a thing on the side that happens. You drink, you get jars. On long looting runs inventory management means periodically taking the time to drop the jars you're carrying because you've already got a full crate of them back home.

Meanwhile, in a game like PZ, containers are not just a thing in the game they are an important part of the core gameplay. Removing them would be just as detrimental as removing "running a genny indoor will kill you", and almost as detrimental as removing zombies.
 
"December, sooner than later." - suggesting December as a timeframe, with a preference for earlier in the month rather than later
@Space4Ace break it down for dec, so lets assume before dec 10th would that still put 2.5 stable on track?
 
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