If you pull this from 1.4 as long as the dll code wasn't deleted in 2.0 and fill in some numbers it would
be an easy test.
<weathersurvival>
<!-- Degrees per second in which heat the player generates from melee actions dissapates -->
<property name="GeneratedHeatDecayRate" value="0"/>
<!-- How much the player heats when doing melee actions that consume stamina. -->
<property name="DegreesPerPointOfStaminaUsed" value="0"/>
<!-- Maximum amount of heat that the player can generate from melee actions -->
<property name="MaxGeneratedHeat" value="0"/>
<!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->
<property name="EnclosureDetectionThreshold" value="0.15"/>
<!-- How quickly in second it takes you to become fully soaked from rainfall -->
<!-- If players core temp is below this value they will not dry off. -->
<property name="DryTempCutoff" value="0"/>
<!-- How much change you feel in the outside air temperature when you are 100% wet. -->
<property name="OutsideTempChangeWhenInSun" value="0"/>
<!-- How much 100% cloud cover can affect how much the sun warms you. -->
<property name="OutsideTempChangeWhenInSunCloudScale" value="0"/>
<!-- How much the temp changes when you run. -->
<property name="OutsideTempShiftWhenRunning" value="0"/>
<!-- How much the temp changes when you walk. -->
<property name="OutsideTempShiftWhenWalking" value="0"/>
<!-- How much the temp changes when you are idle. -->
<property name="OutsideTempShiftWhenIdle" value="0"/>
<TemperatureHeight height="0" addDegrees="0"/> This is all i see in 2.0 for now
</weathersurvival>
Ask Riamus for discord invite. From what I have read you will have to retile
possibly editing the roads on the tiles, at a smaller width. And i don't know if this
parameter is still in use but there once was a spacing differential that you could
manually set for buildings. But I have used it in a looong time. It atually allowed
me at one time to merge pois and cause partial destruction on render. But Riamus
would know more.
Not sure that they were talking about Teragon. The link is in the Teragon thread in the archived mods forum. If someone needs it and can't find it, they can message me.
@faatal
This may be an odd question
The food and water in entities.xml was it based on a 30 60 or 90 min day, and is it
based on game time or real time? it doesn"t say in the notes
EDIT: also how do I set damaging storm in the forest?
Change biomes.xml <weather name="storm" in forest, so it is setup like one of the other biomes by adding buff="buffXYZ_Storm" and making the buff in buffs.xml or reusing an existing buff.
I spent out 3 seconds in a storm in the snow biome on a bicycle before getting across the line back into the desert. I didn't notice anything, but I would have had my eye on my stamina bar. What did I miss?
Prior to that, on later journey into the snow biome before having the badge, I had several arctic smoothies with me. When a storm hit I entered a remnant house and stayed there. The warning said to leave the biome since I didn't have the badge, but it was viable to stay indoors with smoothie coverage, which I think is expected/normal.
Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.
I noticed the insects getting stuck behind a chain link fence and thought that was funny. It's been a while since I looked at block XML. I seem to remember something about blocks indicating what projectiles could pass through them. Maybe that would be a good comparison?
If you pull this from 1.4 as long as the dll code wasn't deleted in 2.0 and fill in some numbers it would
be an easy test.
<weathersurvival>
<!-- Degrees per second in which heat the player generates from melee actions dissapates -->
<property name="GeneratedHeatDecayRate" value="0"/>
<!-- How much the player heats when doing melee actions that consume stamina. -->
<property name="DegreesPerPointOfStaminaUsed" value="0"/>
<!-- Maximum amount of heat that the player can generate from melee actions -->
<property name="MaxGeneratedHeat" value="0"/>
<!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->
<property name="EnclosureDetectionThreshold" value="0.15"/>
<!-- How quickly in second it takes you to become fully soaked from rainfall -->
<!-- If players core temp is below this value they will not dry off. -->
<property name="DryTempCutoff" value="0"/>
<!-- How much change you feel in the outside air temperature when you are 100% wet. -->
<property name="OutsideTempChangeWhenInSun" value="0"/>
<!-- How much 100% cloud cover can affect how much the sun warms you. -->
<property name="OutsideTempChangeWhenInSunCloudScale" value="0"/>
<!-- How much the temp changes when you run. -->
<property name="OutsideTempShiftWhenRunning" value="0"/>
<!-- How much the temp changes when you walk. -->
<property name="OutsideTempShiftWhenWalking" value="0"/>
<!-- How much the temp changes when you are idle. -->
<property name="OutsideTempShiftWhenIdle" value="0"/>
<TemperatureHeight height="0" addDegrees="0"/> This is all i see in 2.0 for now
</weathersurvival>
Today I added "biome zombies move at blood moon speeds during damaging storms (not forest)", but have not yet had team feedback on that one.
If you do decide to remove it please leave the block commented original there. It's giving me ideas.
Not sure that they were talking about Teragon. The link is in the Teragon thread in the archived mods forum. If someone needs it and can't find it, they can message me.
When they talked about condensing, I remembered conversations that you explained the tiling,
structure so I referred them to you. Because the way I did it I don't think exists anymore.
@faatal
In regard to the viewing or knowing that storms are active in other biomes.
Would it be possible to just have small icons, on the bottom of the screen,
one for each biome, but maybe half the size of the of basic icons or a bar
with 4 segments colorcoded to each biome? and blank if no storm.
@faatal
In regard to the viewing or knowing that storms are active in other biomes.
Would it be possible to just have small icons, on the bottom of the screen,
one for each biome, but maybe half the size of the of basic icons or a bar
with 4 segments colorcoded to each biome? and blank if no storm. View attachment 34861
I stand by my suggestion that biome storms should use the same buff system that biome effects do. Once a storm is active, you get a debuff just you do when entering a biome you don't have protection for. After the countdown expires, it moves into a critical state and the effects start (damage, whatever) until you find shelter, just like leaving a biome you aren't protected from does. This means you naturally get a warning if entering a biome with a storm active. It would also mean we should be able to use the buff icons rather than huge warning banners to seamlessly deal with storms.
Even better, pine forest thunderstorms could once again have an effect that isn't damaging per se, but could allow for other effects, like slightly slower movement, bloodmoon speed zombies, maybe higher gamestage spawning, etc. Right now, forest storms do nothing whatsoever, which is bizarre.
If TFP can't manage it, maybe a modder will, but I'd prefer vanilla to have this functionality.
I stand by my suggestion that biome storms should use the same buff system that biome effects do. Once a storm is active, you get a debuff just you do when entering a biome you don't have protection for. After the countdown expires, it moves into a critical state and the effects start (damage, whatever) until you find shelter, just like leaving a biome you aren't protected from does. This means you naturally get a warning if entering a biome with a storm active. It would also mean we should be able to use the buff icons rather than huge warning banners to seamlessly deal with storms.
Even better, pine forest thunderstorms could once again have an effect that isn't damaging per se, but could allow for other effects, like slightly slower movement, bloodmoon speed zombies, maybe higher gamestage spawning, etc. Right now, forest storms do nothing whatsoever, which is bizarre.
If TFP can't manage it, maybe a modder will, but I'd prefer vanilla to have this functionality.
Faatal said they are slowing down zombies during storms for the next update, but not sure if that will include the forest "storms".
As far as storm warnings, I'll take just about anything in place of that large popup. It could be a buff timer like you mentioned, or a drone announcement as another person mentioned (that would give people a reason to use a drone). Or something else.
@faatal
In regard to the viewing or knowing that storms are active in other biomes.
Would it be possible to just have small icons, on the bottom of the screen,
one for each biome, but maybe half the size of the of basic icons or a bar
with 4 segments colorcoded to each biome? and blank if no storm. View attachment 34861
Faatal said they are slowing down zombies during storms for the next update, but not sure if that will include the forest "storms".
As far as storm warnings, I'll take just about anything in place of that large popup. It could be a buff timer like you mentioned, or a drone announcement as another person mentioned (that would give people a reason to use a drone). Or something else.
Ah, I forgot that you said blood moon speeds. Oops.
I'll wait and see how the popup looks with your changes. Maybe it will not be as obtrusive. Though I still wouldn't mind the drone announcing incoming storm and storm ending if you have a drone.
I stand by my suggestion that biome storms should use the same buff system that biome effects do. Once a storm is active, you get a debuff just you do when entering a biome you don't have protection for. After the countdown expires, it moves into a critical state and the effects start (damage, whatever) until you find shelter, just like leaving a biome you aren't protected from does. This means you naturally get a warning if entering a biome with a storm active. It would also mean we should be able to use the buff icons rather than huge warning banners to seamlessly deal with storms.
Even better, pine forest thunderstorms could once again have an effect that isn't damaging per se, but could allow for other effects, like slightly slower movement, bloodmoon speed zombies, maybe higher gamestage spawning, etc. Right now, forest storms do nothing whatsoever, which is bizarre.
If TFP can't manage it, maybe a modder will, but I'd prefer vanilla to have this functionality.
There is already a (de)buff for the storm if you look at the buff section of the UI. Some of us wanted the more obvious UI for newer or less skilled players. "But I don't want to see it"...well that is what mods are for until the year 2039 where we add a custom UI designer.
Not bizarre, but starting area. Everyone got married to the forest, but it is the starting area, so go west young man. Yes bases are hard to move. Life is hard. Doing a teleport your base like V Rising would be cool, except we have a very irregular MP voxel world where they have lots of nice little base areas all over the place. Maybe a monster RV or Jimmy comes and moves all your storage crates for you.
"manage it"? LOL. It is a choice we choose to make. You make it sound like we forgot how to do stuff. Where is my keeboard? My dog done ate it!
Ah, I forgot that you said blood moon speeds. Oops.
I'll wait and see how the popup looks with your changes. Maybe it will not be as obtrusive. Though I still wouldn't mind the drone announcing incoming storm and storm ending if you have a drone.
@faatal
In regard to the viewing or knowing that storms are active in other biomes.
Would it be possible to just have small icons, on the bottom of the screen,
one for each biome, but maybe half the size of the of basic icons or a bar
with 4 segments colorcoded to each biome? and blank if no storm. View attachment 34861
There is already a (de)buff for the storm if you look at the buff section of the UI. Some of us wanted the more obvious UI for newer or less skilled players. "But I don't want to see it"...well that is what mods are for until the year 2039 where we add a custom UI designer.
Not bizarre, but starting area. Everyone got married to the forest, but it is the starting area, so go west young man. Yes bases are hard to move. Life is hard. Doing a teleport your base like V Rising would be cool, except we have a very irregular MP voxel world where they have lots of nice little base areas all over the place. Maybe a monster RV or Jimmy comes and moves all your storage crates for you.
"manage it"? LOL. It is a choice we choose to make. You make it sound like we forgot how to do stuff. Where is my keeboard? My dog done ate it!
Starting to sound like a snarky Joel over there. Re-reading my post, I realize I got too snarky myself, so I apologize for that. After 5000+ hours in this game, I'm fully aware of how to move a base, and I do every time I switch traders, I never once complained about that, in fact, I look forward to it! I voiced my feedback, and yes, I'm a bit frustrated at the implementation of storms. Sorry if I'm a bit grumpy, I suppose my expectations were higher since that was a feature I was really looking forward to. If you've already made some changes, I'll look forward to them since I just restarted on the latest experimental today and haven't had time to venture past the forest yet or even get a storm at all. I think the framework is great and hope for expansion of it, either by TFP or modders, honestly. Even with my few negatives about how storms mechanics function, overall, 2.0 seems pretty good, and the positives far outweigh the negatives IMHO. I even complimented you all on how much better performance has been in this version, but it seems like you only focused on my criticisms and none of the positive feedback. I'll try to be less toxic about it, my bad. I get too passionate about my favorite game.
I should emphasize what I meant by "managing it" not being possible -- not due to technical reasons, but due to design choices, WHICH IS FINE. Just say so, and as usual, I'll look to see if a modder adds the systems I'm looking for and continue having fun without it regardless. My point was simple -- I do wish some things I want were in vanilla, but by no means do I expect TFP to do it. All I can do is ask. If you thought I was criticizing your abilities, you're mistaken, but I could see how it might be taken that way.
By the same token, it's why I asked if wetness would return in a new form since it was a system that worked well and I was quite used to, but now it doesn't exist at all -- it was jarring. Had I been visiting the forums every week like I used to (in a busy time of my life rn), I would have asked about it months ago when it was first mentioned to be removed. I'll adjust to it being gone, just like I've adjusted to every other thing TFP has ripped out for not being in line with whatever the game design choices are (jars, cans, LBD, etc). You said it's gone and not returning, so I have no expectation for it in vanilla, and can still hope a modder finds a way to recreate it in an immersive way. Nothing wrong with that at all.
I’ve been around the block with 7 Days to Die—over 15,000 hours, and counting. When I first fired it up, I’ll admit, I thought it was just another zombie survival grind. But after that first brutal night, I realized there was something special here. Sure, the PvE is great for learning the ropes and getting your bearings, but let’s be honest: once you’ve mastered the basics, the real heart-pounding moments come from PvP.
PvP isn’t just some side mode for thrill-seekers. It’s where the game’s systems—crafting, base building, stealth, and survival—actually come alive. Every wall you build, every trap you set, every silent crossbow shot matters when you know there’s another player out there plotting your downfall. The tension of a raid, the adrenaline of a last-ditch defense, the satisfaction of outsmarting a rival group—these are the moments that keep me coming back night after night.
But here’s the thing: it feels like PvP is always playing second fiddle. Updates come and go, and while the PvE side keeps getting polish, PvP still feels like it’s stuck in the past. We need better weapon balance, real clan systems, territory control, maybe even some structured events. Give us more tools to create our own stories, our own rivalries. The foundation is already solid—the potential is massive. All it needs is a little more attention.
I’m not asking to turn 7 Days into some hardcore esports title. I just want the PvP side to get the same care and innovation as everything else. This game has been my go-to for years, and I know I’m not alone. The community is hungry for more. Give us the tools, the systems, and the support, and we’ll do the rest.
7 Days to Die could be the ultimate PvP survival sandbox. It’s already close. Let’s take it the rest of the way.
PVP technically is "second fiddle" because the game is designed as a PVE co-op game. They added some support for PVP, but they will always focus on PVE. If they have time to add something that improves PVP and has no negative impact on PVE, they may add it, but they have a lot already on their to-do list and are already 6 months behind, so I wouldn't expect much until after 4.0.
PVP technically is "second fiddle" because the game is designed as a PVE co-op game. They added some support for PVP, but they will always focus on PVE. If they have time to add something that improves PVP and has no negative impact on PVE, they may add it, but they have a lot already on their to-do list and are already 6 months behind, so I wouldn't expect much until after 4.0.
well thanks for the reply, I just think it Could be better, I did just post in the General area my thought on the matter, so I would not be too obnoxious to the Devs, I love the game so much.