V2.5 Survival Revival Dev Diary

Yeah, decorations of snow drifts that can appear on roads from biomes.xml would be interesting in the snow biome, so long as the frequency of them isn't too high. It might look a little odd in town, though. I don't think those can get placed on tiles, so you'd have drifts outside of town and clear roads in towns. That might make sense if there are plows going around clearing roads, but not for towns that have almost no living people (just the players and traders). Even so, I like the idea.

Of course, there could be a special set of duplicate tiles for the snow biome that have snow drift parts that have a chance of being placed on the roads if someone wanted to do something like that. Not sure how well RWG can handle a special set of tiles for a specific biome, though. It would work well in Teragon.

You could do this with sand drifts as well in the desert or even ash drifts in the burnt forest. Leaf piles in the forest. Not sure for the wasteland, though.

Anyone want to make a special biome tile pack that duplicates all the vanilla tiles into being specialized for each biome with parts for different kinds of "drifts" for each biome and also "drift" decorations for wilderness roads based on biomes? Since it's duplicating tiles and just adding parts, it probably wouldn't even be that hard to do once you have decorations to use for it. The downside is that you can't really use custom tiles in addition to that kind of biome tile pack since you wouldn't have biome versions of those additional custom tiles.
Hmm, the conversation seems to be drifting away... :unsure:
In any case I think it would be an excellent idea.
 
Thank God, no more Jar Talk after this update! Hopefully. :p

Seriously, decent update in my books. Some of the small things players must have anticipated for a long time. Distant Storm Views... kudos to anyone who figured and implemented that one out! Immersion goes up with the 2.5 update!

Small things that bring great joy. Happy New Year!
 
SO WHY DONT WE USE JARS TO MAKE MOLOTOVS? HMMMMMM..

Jk

For proper immersion, jars should probably come in difference sizes.
4 Small Jars could be combined (in a jar-combining station) to make 1 Medium Jar.
Similarly, 4 Medium Jars would make 1 Large Jar.

Jars (of water for example) could also be separated into smaller jars if you had the required empty jars in your inventory.
So...if you had 1 Large Jar of water, you could make 4 Medium Jars, or 16 Small Jars....or even 2 Medium Jars and 8 Small Jars.
A single Large Jar of water could give you a total of FIVE additional different combinations of other jars!

...introducing colorants to make different colored glass would allow us to identify different jars in our inventory quickly. Such jars would also fetch better prices at the vendors. If your Glassblowing skill was high enough, you could live off the money from selling such fine pieces. A single Tier 6 Cobalt Blue colored jar might fetch upwards of 50 Dukes! This would easily offset the costs of purchasing or processing oxides for the various colors allowing for a handsome profit.

💀
 
So I'm curious how bandits will be implemented.
I'm not on "team bandit", couldn't care less. I love this game for the zombie slaying & the survival aspects.
However it will add some more variety & that's always a good thing.

Personally, I'd rather just more variety of zombies. The more they can cram in, the better. I've posted this before but I'd even like some generic low res zombies to fill in the cities. Something that would just look intimidating but not tax our systems more than they already are.

Out of all the mods there are to choose from, I personally like the varied zombie packs, the bigger backpack (the 60 slot pack is plenty), and of course the Izayo gun pack.....again for variety.

So without the ramble above, yeah I'm curious to see the bandits in game.
 
So I'm curious how bandits will be implemented.
I'm not on "team bandit", couldn't care less. I love this game for the zombie slaying & the survival aspects.
However it will add some more variety & that's always a good thing.

Personally, I'd rather just more variety of zombies. The more they can cram in, the better. I've posted this before but I'd even like some generic low res zombies to fill in the cities. Something that would just look intimidating but not tax our systems more than they already are.

Out of all the mods there are to choose from, I personally like the varied zombie packs, the bigger backpack (the 60 slot pack is plenty), and of course the Izayo gun pack.....again for variety.

So without the ramble above, yeah I'm curious to see the bandits in game.
I feel the same. Today I started thinking about the next stage of 7 Days to Die and I realized that I feel sorry for the developers. The new version has been out for 3 weeks and I’m already looking forward to the next one :-)
 
Having serious performance issues on 2.5 on Steam Deck - is this a known issue? Worked fantastic on 2.4. Even when I turn everything to the lowest, the periodic FPS drops to sub-10 FPS doesn't go away.
 
Having serious performance issues on 2.5 on Steam Deck - is this a known issue? Worked fantastic on 2.4. Even when I turn everything to the lowest, the periodic FPS drops to sub-10 FPS doesn't go away.
Not sure, but I get a severe stutter on the motorcycle now, even without the supercharger, that I think I didn't get on an earlier version (just checked in 2.3 and didn't seem to stutter in a city, but it might be an issue only after a while, not sure). I remember faatal focusing on performance issues for a while but with new content and stuff, issues could have crept back up.
 
Having serious performance issues on 2.5 on Steam Deck - is this a known issue? Worked fantastic on 2.4. Even when I turn everything to the lowest, the periodic FPS drops to sub-10 FPS doesn't go away.

Yes, it should be known to TFP, especially players on consoles and steam deck noticed and reported this, but even on PCs there are signs of this. I also have that stuttering/pumping while driving a motorbike through a city center that Tete mentioned.
 
that's fantastic. drinks should have the same stack size. jars only stack to 10 as well. this is amazing stuff. I'd prefer they'd never bring jars back, but here we are
Agree. I didn't like when they removed em but did i miss em....nope.
I don't think they should be craftable. I'm on day 10 in my current playthrough, left the jar return on default 0% return, & I'm already selling or even just scrapping the jars.
What I find & the one dew collector I have with the water purifier is plenty.
 
Agree. I didn't like when they removed em but did i miss em....nope.
I don't think they should be craftable. I'm on day 10 in my current playthrough, left the jar return on default 0% return, & I'm already selling or even just scrapping the jars.
What I find & the one dew collector I have with the water purifier is plenty.
I did make use of the jars I found pretty early. I have a pond behind my current base, but day 11 im swimming in drinks
 
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