PC v1.x Developer Diary

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A few things @faatal:

Magnum Enforcer Volume 2: Does this work with the Enforcer outfit now, or was it overlooked and doesn't work at all? How would we no? Character sheet gives no indication of the bonus being added, and never did previously.

Vehicle Armor Mod: Doesn't work with the bicycle, despite being shown on the model in the teaser pictures.

Expanded Vehicle Storage: Doesn't exist, despite being shown on the models for the bicycle, minibike, motorcycle and 4x4 in the teaser pictures.

Will the book be changed later, and will the mods be added later on?

 
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To answer this myself:

You have to release space bar (jump) in order to stick to the ladder. With space bar still pressed you can't climb a ladder. Has it always been like that? Feels new to me.
Thank you!  It's been driving me nuts that I can't always climb ladders - the mechanic must have changed, but all good now you solved it.

 
The ones that require a specific item do indicate what you need when you track them.  If you track ones that require the stone axe, the challenge says equip a stone axe.  After you do that, then it advances to harvest pipes in the tracking text.  The fact you have to use a specific item might be tied to the held property only allowing one item to be listed.

As for what to harvest from, they have a new property called IndexName for blocks.  If the block you are harvesting from doesn't have that property and it matches the challenge, that harvest won't count.  It is why you get credit for polymers if you harvest shopping carts (they have the tag) and no credit for blinds (they don't have the tag).  Not sure if that is just something that hasn't been fully implemented throughout the blocks, was an oversight, or if they only want the player to get credit for specific items and the rest is just for self-exploration.
I'm not commenting on the XML stuff, but you are wrong about the other. The item you need to use is *often* correct, though I'm pointing out how it can be inconvenient in the specific case of the knife. I have an example below of where the item to be used is at best confusingly stated. As for the blocks it applies to, every single challenge I talked about except the rotten meat one is incorrect.

To be clear, by "incorrect" I mean that the text refers to blocks that do not actually advance the challenge.

The honey one is particularly tricky because there's no way for a player to know that a POI tree trunk is not the same thing as the wilderness tree trunk, and that only the latter counts.

The one tool example is the short iron pipe. The quest says "harvest some short iron pipe with a stone axe." That is absolutely correct. The description of the text says "Using a Wrench or other Salvage Tool, they can be harvested blah blah blah".  If you go by that description you'll never make progress on this quest.

 
I note that the crucible is showing up for sale weirdly early - Day 4 from Rekt

Not sure if it's worthy of a bug report, but it seems very out of whack. Admittedly at 15k Dukes it would be a stretch to purchase, but it doesn't seem to fit with the new restricted trader inventories.
I saw that in Alpha 21 also. It's not a bug, but more of a tease since you probably won't have enough tokens to get it anyways.

 
Thank you!  It's been driving me nuts that I can't always climb ladders - the mechanic must have changed, but all good now you solved it.


I think it's because if you hold the jump button now your character just jumps over and over again which doesn't seem like a behaviour many (if any) players would find useful

 
I am wondering if TFP's plan to add light switches into the game for POI's? 

As I go though homes and other buildings. I can see that some of them have power but no way to turn on or off lights. Even though some of the lights are on. 

I would be cool to have that option. 

 
I've not been able to try 1.0 so I depend on your eyes... is there any chance the light at night depends on the stage of the moon? I say this because on a clear night with a full moon, people can see quite a lot. Is it too bright where there's no moon?
The full moon does make it brighter and I have no problem with that, but when the moon isn't full it's still very bright.

In A21, with the Dark Nights mod, it would be so dark that I could only see maybe 10 feet in front of me while carrying a flaming club. Zombies that sensed me and started running over would only become visible just a little outside of striking distance. 

Now I don't need a light at all to see at night at any distance, even with the Dark Nights mod. 

If it's a simple tweak to an XML file to bring it back to A21's night time darkness, then I'd be all set.

 
7 days to die 2 has to be a valedictorian vampire game set in a tesla punk universe. Cars would still be a thing. Horses would be vehicles too. Blood moon would still be a thing. Zombies would be replace by ghouls. Guns would have fancy  looking designs. You would be a Christian vampire hunter and all traders would set up shop in churches. It would be like Castlevania x 7 days to die. Everything that you want could transfer over to this setting. It would then continue on with developing the 7 days to die system further. 

 
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I think it's because if you hold the jump button now your character just jumps over and over again which doesn't seem like a behaviour many (if any) players would find useful
It isn't specifically that.  I never hold the jump.  When I couldn't get on the ladder, I was able to once I stopped pressing forward when I reached the ladder.  It may be that any button being held can trigger the bug.

 
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Hey FunPimps :)

Interesting release version!

Can we please get the option to "middle-mousebutton-click" in creative mode, to copy and select any form/placeable? Its so difficult to access all the non-frame placeables in the game, yet they would add so much to our bases!

You have an AMAZING building game, why is that not a thing? Id LOVE to roleplay much more and build bases as beautiful as your POIs...

And if its possible: can we get rid of the small "input delay" on placing blocks? atleast in creative mode? so we get more of a minecraft-experience of easy-placement of bigger structures? its quiet...tedious as it is... which I understand is neccessary for structural-integrity checks? So maybe only creativemode again?

And lastly just an idea: Why not allow "non-upgraded frame-blocks with floor connection" to lend INFINITE structural integrity to other non-upgraded-frame blocks? That would allow us to PLAN our base builds very cheap and quick, while not having to build with expensive materials which are a nuisance to demolish if misplaced, just to get the desired structural integrity.

We could build pretty, right away... and it wouldnt even be gamebreaking or op, because it would all be basically onehit to zombies... and collapse if they destroyed the floor-connection right? Please, I dont want to have to mod it myself :D  

Your game is awesome guys! We have SO many tools to build pretty, just some more Qol and were ACTUALLY GOLDEN. :D

Ty!

 
I dont like at all that biggest cities are now at Only wastelands! I dont like wasteland at all its atmospheric is scary, too hard biome. 
Can't argue with that, a big town in the forest biome will boost us to be ready for harder biomes.

But on the other side, lack of it gives a bit of a challenge.

Also, when leveled up wasteland is just the best. 

 
I think it's because if you hold the jump button now your character just jumps over and over again which doesn't seem like a behaviour many (if any) players would find useful
It's very useful to get up a steep mountain because even if you run out of stamina you still continue to jump. 



 
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