PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
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They are rare loot/trader buy. You cannot craft them. They give you the full heat/cold resistance a hat does, and it takes a slot like where a cooling mesh would go, so you look cool and have top armor protection and the best heat/cool protection.
I don't see any reason for a logic gate because I don't know what it does. I wired houses too, and never ran into such a thing, unless you are referring to like a 3 way switch? What use is this logic gate you speak of?
True/False switch

" If A or B are true, Then C is False"

True=On False=off

If A (Switch) is on, or B (Turret) Is on, then C(Door) is off (closed door) then if A and B is off, then the C being the door, is open

Basically a If and or or neither situation.

I have a small feeling this is trolling asking about this but electrical engineering class do somewhat pay off in life

Here is a lovely picture if you care to digest :)

logic-gates.jpg

 
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What? Im strictly AGAINST PVP in this game. So you wont see me campaigning for anything to make it better.
And its pretty funny you think this is some push to get PVP viable when even the most hardcore PVP player agrees Pimps could care LESS about PVP in this game. The very last thing they would do is favor a PVP mechanic over a PVE one. They're not going to give PVP players reasons to pick off PVE ones.

Your theory has literally fallen to pieces.
Lols what? I don't think you understood what I wrote.

 
No offence, but I should have started making a controversial comments screenshot collection long ago with TFP comments like "zombies should be obstacles", "free xp farm", "you wouldn't want to level because the game becomes harder" etc. Always felt this great game had an identity crisis, which has more or less been improved lately with the changes you have made/will make. Still, things like the linear GS scaling formula should be improved as well, imo, with more randomness, surprises and less noticable scaling.
Why, just to try and poke at us?

Things change from a few hours in the game and certainly from alpha to alpha. Early game I don't want screamers. And I rarely pass on zombie XP unless its early game or I'm low on ammo or too injured to melee. There are so many situations in this game that change the context of what I say at the time that I imagine one might view that as flip flopping or saying the opposite, but it depends on the latest freshest memory in my mind from my current game usually.

Like early game I'm not going out of my way to melee. My armor sucks, my stamina sucks. I'm going to do my quest and nothing but the quest. But after I get some perks, some good armor, and modded out melee ? Hell yes I'm going to slaughter everything I can one or two shot for the XP, because why not?

To some players who aren't experts (I consider myself an expert) they might want to not power level too much. It depends on play style. If you are looter shooter, then by all means level up. If you are crafty base builder dude with limited time outside the walls, then you'd better slow down a bit. Gear and looting help augment your perk choices a lot, so I wouldn't be just a crafter guy because you need parts to craft, and you need loot to augment your crafts, recipes etc. Mods are craftable, but you have to unlock the recipe. So as long as you aren't one dimensional you should be ok, but some people are used to doing that one thing.

 
It's cool that you get the weather protection as well as the appearance.
AND, OR and NOT gate would probably cover everything useful I'd like out of them.

One example: I have some dart traps in a pit in my horde base and it could be useful to have a circuit like this: switch to turn it on, motion sensor set to detect myself or friendlies in the pit into a NOT gate. Both of these input into an AND gate into the relay going to the darts. That way it would be active when switched on unless a friendly falls into the pit.
Essentially you already have an AND by connecting in series. Most uses of NOT could be facilitated by a button in the sensor to invert the logic.

The BIG thing missing is the OR aka multiple inputs to electric blocks. Whether that works generally or there is a special item having two inputs doesn't really matter.

Use case for the OR is for example for traps to get activated from more than one sensor. And providing power from multiple sources.

 
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There is already a modlet on official the Mod Launcher that does just this, but it also dramatically increases animal spawn rates, and don't get me started on the amount of roaming lumberjack zombies in the snow biome. I tried it once, didn't like it, and now I'm a fair bit grateful that we now have less roaming zombies.
The winter biome is unchanged :) Its just now all the other biomes match its zombie density. So those pesky lumberjacks are still a nuisance.

 
hey Jole What happened to some of the cut zombies like the Frigid Hunter
note i know why the Feral walker was taken out but the other?
Was too crude and we want to try a snow shader on regular zombies to save texture memory. More variety would be better than bringing back more specific ones only useful in one biome. If it were, we'd do something more generic, like a zombie in a puffer coat and not a "hunter with a wolf head" that looks like he should be in skyrim not a modern apocalypse. Sure that guy is possible in an apocalypse but he's that rare one in a million guys and he'd still be alive. The ones dead would be wearing a puffer coat or normal clothes, look more common, etc.

 
The winter biome is unchanged :) Its just now all the other biomes match its zombie density. So those pesky lumberjacks are still a nuisance.
Of course, but in that modlet, looking out over a hill and seeing twenty lumberjacks within a seventy meter radius in front if you is less than ideal, so I tucked this modlet away for good. :)

 
This is a very intriguing concept! I do want to express my concerns over mining in these sorts of situations however, specifically if the player didn't have the time/resources to craft, place, and power all the electrical equipment to survive and be able to mine out resources fast enough to prepare for the next horde. Sometimes, a player needs 10,000 lead out in only two or so days. But I'm sure that if these features are ever implemented, that they will be balanced enough to not feel like a detriment, and would only add to the overall 7D2D experience while potentially not creating scenarios like I described above. (:
You can get 100k lead without going more than 20 meters deep. (guessing, I pull out probably 4 or 5k in a night once I have 3 ranks and a modded pickaxe or something. I'm talking about some bedrock risks, we won't add risk to early game surface mining other than gravel cave in.

 
fault in your logic. they nerfed zombie fall damage a few alphas ago. and possibly nerfed even more this alpha
It's 1/3 of max, not current health, right? In theory, wouldn't you be able to have a very deep pit with ledges at intervals where they take "full" damage each fall? Can't test it right now and I always forgot to get around to it when the nerf was released.

 
Because I've started threads on the very topic and that's just how the majority flies.
That sounds like mierda del toro. Why would people wanting to completely and utterly avoid every horde not turn it off?

And if they want to avoid some hordes, therein lies my point.

And to the user who asked me what about the players who want to build underground and not be safe? All I can say is:

😂🤣😂🤣😂🤣

WHO, just WHO on earth would want to go to the trouble of constructing an underground base just for the Cheesemakers to tunnel through the landscape and pit the whole place out just to fight them?

And how? Apart from surfacing to shoot them in the pit they made? Then what? Fill it all back in with dirt? 😂😂😂

Or leave it open and have essentially a surface base that zombies can just fall ontop of? That cracks me up. Seriously, that question made me laugh so hard 😂

That is an incredibly convoluted way of having zombies break into your base just to fend off the threat with all the aftermath of Swiss cheese landscaping. I honestly cant stop laughing 🤣🤣 I wanna buy that guy/girl a beer for cheering me up so much 😁

 
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It's cool that you get the weather protection as well as the appearance.
AND(active when both inputs are active), OR(active when either of two inputs are active) and NOT(outputs opposite of input) gate would probably cover everything useful I'd like out of them. I don't know how hard this would be since currently everything only accepts one input wire.

One example: I have some dart traps in a pit in my horde base and it could be useful to have a circuit like this: switch to turn it on, motion sensor set to detect myself or friendlies in the pit into a NOT gate. Both of these input into an AND gate into the relay going to the darts. That way it would be active when switched on unless a friendly falls into the pit.
Seems to me having static power use would solve it. You are simply trying to conserve power here yes?

 
Essentially you already have an AND by connecting in series. Most uses of NOT could be facilitated by a button in the sensor to invert the logic.
The BIG thing missing is the OR aka multiple inputs to electric blocks. Whether that works generally or there is a special item having two inputs doesn't really matter.

Use case for the OR is for example for traps to get activated from more than one sensor.
TYVM. I wasn't aware of connecting switches in a series having that effect. Yeah, I thought about a button on the sensors, but as long as I'm requesting gates, why not a NOT too for switches that don't have the sensor abilities.

 
I remember in like a9 or lower zombies falling from like 60 meters plus would often insta kill them if I recall correctly
Not coming back. They take up to 1/3 their maxhealth or something

 
The winter biome is unchanged :) Its just now all the other biomes match its zombie density. So those pesky lumberjacks are still a nuisance.
it would be "cool" if there were frozen zombies that have frostbite

like frozen Cop for exsample and the old frozen zombie

like the frostbitten worker and the frigid hunter (remaster)

and maybe a desert zombie that burrows in the sand and pops up like a sleeper

 
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True/False switch
" If A or B are true, Then C is False"

True=On False=off

If A (Switch) is on, or B (Turret) Is on, then C(Door) is off (closed door) then if A and B is off, then the C being the door, is open

Basically a If and or or neither situation.

I have a small feeling this is trolling asking about this but electrical engineering class do somewhat pay off in life

Here is a lovely picture if you care to digest :)

View attachment 29158
Yeah I don't know if it would be worth the effort adding something 1% of players might use. I'd already say electricity is a 10% feature, 90% don't make it that far.

 
Was too crude and we want to try a snow shader on regular zombies to save texture memory. More variety would be better than bringing back more specific ones only useful in one biome. If it were, we'd do something more generic, like a zombie in a puffer coat and not a "hunter with a wolf head" that looks like he should be in skyrim not a modern apocalypse. Sure that guy is possible in an apocalypse but he's that rare one in a million guys and he'd still be alive. The ones dead would be wearing a puffer coat or normal clothes, look more common, etc.
maybe he would where a snowy and bloody ghillie suit

would make sense of a hunter

and oh god if you want variety zombies then here https://7daystodie.com/forums/showthread.php?126260-New-Zombie-Types!-and-Special-zombies that sould give you some ideas lol

also the skyrim thing was funny

Also the post is long

 
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