A New Chapter for The Fun Pimps and 7 Days to Die

@Roland In reference to rage mode, were you describing destroy area mode the zombies go into when frustrated, or the "temper tantrum" zombies might have after you hit them where they'll sprint at you for x amount of seconds? There's a lot of confusion in the community over this, including amongst friends of mine. (Classic case of TFP naming different mechanics the same thing.)
Temper tantrum running fit after you hit them.
 
What new game engine
I don't know if Hawk was joking or not but they said they're moving the game to Unity 6.

Thank you. Hopefully destroy area mode gets a toggle, as well. :)
I would like a zombie intelligence toggle so the zombies would act like zombies.

I don't want them walking around missing blocks.
I don't want them turning around to find the best path to me if I'm too elevated for them to reach me.
I want them to see me and advance towards me in as much of a straight line as possible. Moving around obstacles, like a table or something, is ok.

Basically, watch a zombie movie (not Return of the Living Dead because they're smarter than TFP zombies) observe zombie behavior and replicate it.

That would be a great option for me because then I won't have to learn C# to do it myself.
 
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It baffles me that 7 days is still using +20 year old Unity Legacy Render Pipeline while they spend time updating Unity from time to time. I understand it gives them improvements in other areas but I wonder if, once the Unity creators remove legacy rendering in versions 6.5+ as they've announced, the 7 Days Unity version will be stuck and no longer be updated.

It seems contradictory to me that they don't want to spend time updating the render considering the new resources coming from BE, coupled with the failure of Blood Moons, which suggests that TFP wants to continue developing 7 Days for many more years. I think it would attract more players if the game didn't look so incredibly outdated visually in many ways, despite the patches here and there.
 
That's false.

They told you exactly what kind of content was coming, and they're following that.
A roadmap gives you an indication of what the "route" is. The timings are just rough estimates in this case.

Storms Brewing was intended to bring weather survival back with storms and it is exactly what they released.
Next there's "A new Threat" which will bring bandits, and they're working to release them next (along with the sandbox update).

So, the roadmap is still being followed. If anything, they're adding even more content in the mix while developing the roadmap stuff.

(side note: check you English please, your wording doesn't make it easy to understand what you mean)
Roland just admitted in the tread that Bandits are now 4.0 and Sandbox is 3.0…. So no Bandits are not next and they are not following my the published roadmap.
 
Roland just admitted in the tread that Bandits are now 4.0 and Sandbox is 3.0…. So no Bandits are not next and they are not following my the published roadmap.
That old roadmap is dead and it did say that dates are subject to change on the bottom of it anyways.

As Roland posted, what was going to be 2.7 is now 3.0 Sandbox and Bandits will be 4.0, which doesn't change anything when it comes to being released before the end of the year... Or so it seems.
 
good morning!
Today i will be putting in my first official request to bE Behaviour Interactive.

remove bulletproof glass copy from shape variant:

The primary reason is that it enables players to circumvent the crafting and materials mechanics to acquire bulletproof glass.
In other words, they can take a stack of variants and replicate bulletproof glass with the click of a button anywhere in the world.
Consequently, they end up with a stack of bulletproof glass instead of needing to collect the materials required to create it.
It makes no sense why TFP permits individuals to obtain these blocks when they are not even craftable.

Window Store (Flat/Basic)

windowStoreOneSidedBulletproofFull
windowStoreOneSidedBulletproofBroken
windowStoreTwoSidedBulletproofFull
windowStoreTwoSidedBulletproofBroken
windowStoreThreeSidedBulletproofFull
windowStoreThreeSidedBulletproofBroken
windowStoreFourSidedBulletproofFull
windowStoreFourSidedBulletproofBroken
windowStoreCornerBulletproofFull
windowStoreCornerBulletproofBroken
windowStorePaneBulletproofFull

Window Store (Corner Variants)
12. windowStoreOneSidedCornerBulletproofFull
13. windowStoreOneSidedCornerBulletproofBroken
14. windowStoreTwoSidedCornerLeftBulletproofFull
15. windowStoreTwoSidedCornerLeftBulletproofBroken
16. windowStoreTwoSidedCornerRightBulletproofFull
17. windowStoreTwoSidedCornerRightBulletproofBroken
18. windowStoreTwoSidedCornerBulletproofFull
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20. windowStoreThreeSidedCornerLeftBulletproofFull
21. windowStoreThreeSidedCornerLeftBulletproofBroken
22. windowStoreThreeSidedCornerRightBulletproofFull
23. windowStoreThreeSidedCornerRightBulletproofBroken
24. windowStoreThreeSidedCornerBulletproofFull
25. windowStoreThreeSidedCornerBulletproofBroken
26. windowStoreFourSidedCornerBulletproofFull
27. windowStoreFourSidedCornerBulletproofBroken
28. windowStoreCornerCornerBulletproofFull
29. windowStoreCornerCornerBulletproofBroken
Window Store (Triangle)
30. windowStoreThreeSidedTriangleBulletproofFull
31. windowStoreThreeSidedTriangleBulletproofBroken
Window Ramp
32. windowRampTwoSidedBulletproofFull
33. windowRampTwoSidedBulletproofBroken
34. windowRampFourSidedBulletproofFull
35. windowRampFourSidedBulletproofBroken
36. windowRampOutsideCornerBulletproofFull
37. windowRampOutsideCornerBulletproofBroken
38. windowRampDiagonalCornerBulletproofFull
39. windowRampDiagonalCornerBulletproofBroken
Window Wedge60 (Tip Four/Two Sided)
40. windowWedge60TipFourSidedBulletproofFull
41. windowWedge60TipFourSidedBulletproofBroken
42. windowWedge60FourSidedBulletproofFull
43. windowWedge60FourSidedBulletproofBroken
44. windowWedge60TipTwoSidedBulletproofFull
45. windowWedge60TipTwoSidedBulletproofBroken
46. windowWedge60TwoSidedBulletproofFull
47. windowWedge60TwoSidedBulletproofBroken
Window Wedge60 (Outside Corner)
48. windowWedge60TipOutsideCornerBulletproofFull
49. windowWedge60TipOutsideCornerBulletproofBroken
50. windowWedge60OutsideCornerBulletproofFull
51. windowWedge60OutsideCornerBulletproofBroken
Window Store Wedge60 (Left/Right)
52. windowStoreWedge60TipBulletproofLeft
53. windowStoreWedge60TipBrokenBulletproofLeft
54. windowStoreWedge60TipBulletproofRight
55. windowStoreWedge60TipBrokenBulletproofRight
56. windowStoreWedge60BulletproofLeft
57. windowStoreWedge60BrokenBulletproofLeft
58. windowStoreWedge60BulletproofRight
59. windowStoreWedge60BrokenBulletproofRight
Window Industrial
60. windowIndustrial01BulletproofFull
61. windowIndustrial01BulletproofBroken01
62. windowIndustrial02BulletproofFull
63. windowIndustrial02BulletproofBroken01
 
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Roland just admitted in the tread that Bandits are now 4.0 and Sandbox is 3.0…. So no Bandits are not next and they are not following my the published roadmap.
You can keep calling the bandit update 3.0 and the sandbox update 2.7 if you wish. That's what they essentially are. The numbers changed but not the timing.

2.7 and 3.0 were both planned to come out this year and by changing the numbers to 3.0 and 4.0 that plan hasn't changed. The reason why both updates can possibly squeeze into 2026 is because the old bandit update from the original roadmap was also going to include the UI overhaul, event manager, and a new quest type. But the new bandit update is just bandits and those other major features will have their own numbered updates later.

As faatal said previously, they want to do more focused updates more often and they hope to be able to accomplish that.
 
You can keep calling the bandit update 3.0 and the sandbox update 2.7 if you wish. That's what they essentially are. The numbers changed but not the timing.

2.7 and 3.0 were both planned to come out this year and by changing the numbers to 3.0 and 4.0 that plan hasn't changed. The reason why both updates can possibly squeeze into 2026 is because the old bandit update from the original roadmap was also going to include the UI overhaul, event manager, and a new quest type. But the new bandit update is just bandits and those other major features will have their own numbered updates later.

As faatal said previously, they want to do more focused updates more often and they hope to be able to accomplish that.
I think the new roadmap plan needs to be posted because most people don't know it
 
You can keep calling the bandit update 3.0 and the sandbox update 2.7 if you wish. That's what they essentially are. The numbers changed but not the timing.

2.7 and 3.0 were both planned to come out this year and by changing the numbers to 3.0 and 4.0 that plan hasn't changed. The reason why both updates can possibly squeeze into 2026 is because the old bandit update from the original roadmap was also going to include the UI overhaul, event manager, and a new quest type. But the new bandit update is just bandits and those other major features will have their own numbered updates later.

As faatal said previously, they want to do more focused updates more often and they hope to be able to accomplish that.
What is the event manager? If you can talk about it I’m just curious what that means as a feature. Is it for something like a seasonal event? Or random in game events of some kind?
 
What is the event manager? If you can talk about it I’m just curious what that means as a feature. Is it for something like a seasonal event? Or random in game events of some kind?
It's basically similar to the one Bethesda put in Skyrim, where, for example, while traveling from A to B you had different things happening in the world around you. Or, as a different example, when you were attacked by vampires while inside a town. Things like that, but even more, much more!
 
You can keep calling the bandit update 3.0 and the sandbox update 2.7 if you wish. That's what they essentially are. The numbers changed but not the timing.

2.7 and 3.0 were both planned to come out this year and by changing the numbers to 3.0 and 4.0 that plan hasn't changed. The reason why both updates can possibly squeeze into 2026 is because the old bandit update from the original roadmap was also going to include the UI overhaul, event manager, and a new quest type. But the new bandit update is just bandits and those other major features will have their own numbered updates later.

As faatal said previously, they want to do more focused updates more often and they hope to be able to accomplish that.
They promise them from the 16th alpha, if you talk about it :ROFLMAO:
 
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