V2.6 Stable

I've not touched 2.5 much or 2.6 at all because the teasers for sandbox settings make me want to fiddle with them so much that the current versions lost luster
Your lost!
2.6 runs much better than some of the earlier versions.
I'm sure that 3.0 is a good 2-3 months off.

If you can stay away from the game for this long then good for you. I couldn't be more than 2 days without playing, but that's me.
 
I do find bug reporting to be so annoying that I really have to consider whether I wish to put myself through it and spend the time following the template. In-game reporting would be so much better, especially in being able to grab the appropriate information needed WHILE the game is actually in progress.

A lot of forum folks don't appreciate that the vast majority of 7 Days players are actually PLAYING, not hanging out in the forums complaining. They're doing what they want to do it in the game, not having issues and don't have any need to complain. Note how many forums posters have thousands and thousands of posts, rather than thousands and thousands of hours playing...

Some of us have both... :)
 
I do find bug reporting to be so annoying that I really have to consider whether I wish to put myself through it and spend the time following the template. In-game reporting would be so much better, especially in being able to grab the appropriate information needed WHILE the game is actually in progress.

A lot of forum folks don't appreciate that the vast majority of 7 Days players are actually PLAYING, not hanging out in the forums complaining. They're doing what they want to do it in the game, not having issues and don't have any need to complain. Note how many forums posters have thousands and thousands of posts, rather than thousands and thousands of hours playing...

This can't be overstated. All the information about user, versions, mods, logs, etc. could be uploaded with the click of a button leaving us to only provide some description/troubleshooting information.
I'll admit that I put in less bug reports than I should (especially because I'm still a vanilla player) because of those speedbumps.

💀
 
Are you talking about a secondary or tertiary version of telemetry that TFP ran
seperately. A telemetry process in general. I ask because EOS runs telemetry checks
would they not share that information with the developers? Or are they collecting
some other background data?

I was talking about Gamespark. Whether that is secondary, tertiary or something else depends on the definition of "secondary" and "tertiary" in that context

EOS can do checks whether a game is running or not and how many people play multiplayer, it has no insight into the game itself. For example it can't see how many players play with standard options or how many of them reached level 10 in an attribute.
 
@schwanz9000
Hey!
I noticed in game that the zombie dog looks really dry and flat.
I checked and it appears that its is missing its grayscale textures (RMOS).
On the left is what it looks like in game and on the right is what it looks like when I add just its roughness and occlusion maps.
ZombieDogTextures.png
I got its roughness and occlusion maps by decomposing its RMOS map. I'm not 100% sure what the S stands for. Specular? Smoothness? So I left it out. I also left out the metallic.

I also saw that the normal map's strength was set to 0.5. I set it to 1 in the image on the right which adds more fine detail.
 
I haven't unlocked Dew Collectors yet, but I am going to keep an open mind about them requiring jars. So far, been enjoying the gameplay (I even removed all of my custom mods - imagine that).
 
I haven't unlocked Dew Collectors yet, but I am going to keep an open mind about them requiring jars. So far, been enjoying the gameplay (I even removed all of my custom mods - imagine that).

I find it's a bit like the apiary, just stuff a bunch of the required item and then forget about it until you need to do it again.
 
I haven't unlocked Dew Collectors yet, but I am going to keep an open mind about them requiring jars. So far, been enjoying the gameplay (I even removed all of my custom mods - imagine that).

One statistically insignificant sample:

In my co-op game with a friend of mine we played ~5 hours with the new patch. We had planted 4 dew collectors previously and I was in the process of setting up more because I needed glue to craft a robotic sledge. Needless to say, we ignored the collectors completely and filled the bottles directly from a water canal 20meters from our base.

When we made our base, long before it was know this change would come, we didn't check for water to be near. But it was, really close.
 
When playing with friends, we placed some dew collectors but forgot about them and just kept filling up water anyway. Besides, we had a large number of jars and didn’t feel like putting them into the collector and then taking them out. But when playing solo, I do use the collectors usually one with all the modifications is more than enough for me.
 
Needless to say, we ignored the collectors completely and filled the bottles directly from a water canal 20meters from our base.

When playing with friends, we placed some dew collectors but forgot about them and just kept filling up water anyway. Besides, we had a large number of jars and didn’t feel like putting them into the collector and then taking them out. But when playing solo, I do use the collectors usually one with all the modifications is more than enough for me.
What you just posted gave me a thought. It may not be a good resolution but it's a K.I.S.S. idea.

There are two major types of water, <block name="waterMoving"> and <block name="terrWaterPOI">,
if it were they alone, it would be easier to seperate what each water source is used for. To fit
in to the Realismish arguements, and the Immersivism arguement. <block name="water"> depending on
where it is stored, can change from moving water to POIWater.

Game code makes us safe if inside, so if it is stored in a bucket or hole and it falls within the inside parameters,
it would extend to moving water. If outside then POIWater using the same biome timer or plant growth timer,
that would change any water stored outside into poiwater. If it is found in a jar, it would extend to moving water.

Moving water when processed would be for personal consumption. Poi water and moving water can both
be for industrial use. They would still need to be processed, but would render two different outputs.
Like standard and AP bullets.

Poiwater could either be made to be overlooked in consumption recipes, or have an on off safety switch
for posibly making contaminated food sources.

Jars, <block name="waterStaticBucket">, <block name="waterMovingBucket">, are just containers they can
store either or if starting with it empty. The end result is what would really matter.

Jars or water found in pois would extend to moving water, Jars of water found in Loot containers outside
could be either or, meaning they could be considered only POIWater or MovingWater, or an equal chance of
finding either one.

DewColletors are a container medium, just like buckets, but since jars are added to them they extend to
moving water. The glue recipe can have the same toggle as MovingWater/poiwater for consumption above.
Allowing or disallowing it in the associated recipes.

Scout logic, which water would you seek for drinking, a stagnant pond or ditch water, or going upstream
for moving water source, to see if the source is contaminated.

Just give them two tints, the "..ss" yellow that everyone is use to for consumption, and a fungal green for industrial.
 
interesting that you put in 6 stacks of 10 empty jars but can only get 9 stacks of 2 out. 60 empty jars bit of clay and sand no crucible... i think its a little overpowered now. i have over 100 jars of clean water in my food chest. i have also noted that since the 2.5 to 2.6 update i have not got the 60% return of jars. not that it matters as i dont know what to do with all the clean water ! I have stopped checking the dew collector, yes singular only 1 collector.
 
What you just posted gave me a thought. It may not be a good resolution but it's a K.I.S.S. idea.

There are two major types of water, <block name="waterMoving"> and <block name="terrWaterPOI">,
if it were they alone, it would be easier to seperate what each water source is used for. To fit
in to the Realismish arguements, and the Immersivism arguement. <block name="water"> depending on
where it is stored, can change from moving water to POIWater.

Game code makes us safe if inside, so if it is stored in a bucket or hole and it falls within the inside parameters,
it would extend to moving water. If outside then POIWater using the same biome timer or plant growth timer,
that would change any water stored outside into poiwater. If it is found in a jar, it would extend to moving water.

Moving water when processed would be for personal consumption. Poi water and moving water can both
be for industrial use. They would still need to be processed, but would render two different outputs.
Like standard and AP bullets.

Poiwater could either be made to be overlooked in consumption recipes, or have an on off safety switch
for posibly making contaminated food sources.

Jars, <block name="waterStaticBucket">, <block name="waterMovingBucket">, are just containers they can
store either or if starting with it empty. The end result is what would really matter.

Jars or water found in pois would extend to moving water, Jars of water found in Loot containers outside
could be either or, meaning they could be considered only POIWater or MovingWater, or an equal chance of
finding either one.

DewColletors are a container medium, just like buckets, but since jars are added to them they extend to
moving water. The glue recipe can have the same toggle as MovingWater/poiwater for consumption above.
Allowing or disallowing it in the associated recipes.

Scout logic, which water would you seek for drinking, a stagnant pond or ditch water, or going upstream
for moving water source, to see if the source is contaminated.

Just give them two tints, the "..ss" yellow that everyone is use to for consumption, and a fungal green for industrial.

"Simple stupid", but you need 24 lines to explain it?? And even forgot to explain how this would solve which problem exactly? ;)
 
@schwanz9000
Hey!
I noticed in game that the zombie dog looks really dry and flat.
I checked and it appears that its is missing its grayscale textures (RMOS).
On the left is what it looks like in game and on the right is what it looks like when I add just its roughness and occlusion maps.
View attachment 38986
I got its roughness and occlusion maps by decomposing its RMOS map. I'm not 100% sure what the S stands for. Specular? Smoothness? So I left it out. I also left out the metallic.

I also saw that the normal map's strength was set to 0.5. I set it to 1 in the image on the right which adds more fine detail.

I'll poke the Art team and see if they can fix that up a bit. Thanks!
 
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