PC v1.x Developer Diary

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Yes, it still works now. But at some point it was supposed to go away. Patch notes from 20.4

This was said to be due to Microsoft games which does not allow user files in the game folder. Did they forget about this when adding the 0_TFP_Harmony mod, or is this no longer the case?
My guess is that because that is a vanilla file, it makes sense for it to be in the game folder.  After all, the prefabs are also in the game folder.

 
is there a way that I can make more than two save files on console, because I've noticed that the world takes up space usage pretty fast.
The game has to allocate the world storage estimate up front due to how the console file systems work. The size is based on the Chunk Persistence setting. Lower the value to use less save space. You can also archive worlds which converts it to the basic files without the padding, so it is much smaller. It is very fast as these consoles have SSD storage.

image.png

 
The game has to allocate the world storage estimate up front due to how the console file systems work. The size is based on the Chunk Persistence setting. Lower the value to use less save space. You can also archive worlds which converts it to the basic files without the padding, so it is much smaller. It is very fast as these consoles have SSD storage.

View attachment 31587
ok, cuz i was wonderin 😊, thanks... I'm glad i didn't delete of of my other saves then 😁.

 
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Does the electric drawbridge suffer from the same bug/issues as the regular one?

-Arch Necromancer Morloc 💀

 
DerValiser said:
This is wrong on so many legal levels at the same time that even the opposite is also wrong.
That is why we are switching to the Omega versioning system. It involves time travel, where you go back in time to fix bugs before they can be born.

"They would reshape the Future by changing the Past. The plan required something that felt no pity. No pain. No fear. Something unstoppable. They created the Terminator."

The Buginator will be unleashed soon, but since the past will change, we will no longer remember this conversation..........

 
That is why we are switching to the Omega versioning system. It involves time travel, where you go back in time to fix bugs before they can be born.

"They would reshape the Future by changing the Past. The plan required something that felt no pity. No pain. No fear. Something unstoppable. They created the Terminator."

The Buginator will be unleashed soon, but since the past will change, we will no longer remember this conversation..........
bad news i am from the future, the buginator failed miserably to make any changes to this timeline.  Good news is at least 1 timeline out there is enjoying a bug free game with Bandits and everything.

 
Not at all. I'm from your future's future and we sent a second Bugginator (a new, improved version) to fix the mistake.

This timeline will be catching up soon and you'll be erased. Sorry.   :noidea:
we need to establish a time variance authority to ensure that all 7 days to die timelines get bandits. 1.0 and all planned roadmap content. road map content may very per multiverse though

 
Legally software is a special case where you are not even entitled to an error free version. I am curious to hear about all those legal levels you have mentioned 😉
I can only hope that you are never involved in business software in Europe. Because of course there are clear liability rules here.  But since you already don't know the difference between alpha and gold, there is certainly little point in sending you links to relevant legal blogs. As far as the software release cycle is concerned, a look at Wikipedia will help you. Thank you for your attention :

 
I can only hope that you are never involved in business software in Europe. Because of course there are clear liability rules here.  But since you already don't know the difference between alpha and gold, there is certainly little point in sending you links to relevant legal blogs. As far as the software release cycle is concerned, a look at Wikipedia will help you. Thank you for your attention :
Heh.  Although I don't really like that it is called 1.0 without being gold, I really doubt 1.0 is legally a gold release anywhere in the world.  People associate 1.0 with gold, but that doesn't mean it has to be gold.  If TFP is calling 1.0 gold, then that's one thing.  But they aren't.  In fact, they often refer to 1.0 as A22 still, though that's getting to be less and less as they get more used to calling it 1.0.  Besides, no software is required to be free of bugs or for development to stop even when it is gold.  You could continue to add new features and remove ones you don't want and fix a variety of bugs even in a gold release.  Nothing illegal about that.

 
Frustrating Changes and Lack of Endgame Content in 7 Days to Die


As a dedicated fan of 7 Days to Die (7DTD) with over 1500 hours of gameplay (A5), I've observed the evolution of the game over time, and while it has a strong foundation, the recent changes and lack of engaging endgame content are significant issues. Here’s an in-depth look at the current state of the game and some suggestions for improvement.


Long Development Timeline and Comparisons


To put into perspective the amount of time that has passed since the development of 7DTD began, consider these games:

  • GTA V (2013)
  • Far Cry 4, 5, 6 (2014, 2018, 2021)
  • Fallout 4 (2015)
  • Starfield (2023)
  • Red Dead Redemption 2 (2018)
  • The Forest 1 and 2 (2014, 2023)

Many of these games have seen multiple releases or significant updates in less time.


Illogical Water Mechanics


One of the most frustrating recent changes is the removal of water jars, making dew collectors the only way to obtain water. In reality, dew collectors provide clean water, but in the game, they give you murky water that requires purification. This mechanic is nonsensical and detracts from the immersion. We've lost practical ways to carry water—no buckets, empty pots, or milk jars. A more realistic approach would be to introduce contaminated water sources that require filtering and boiling, adding depth and realism instead of arbitrary difficulty.

Reference: Games that use realistic water mechanics, like "The Long Dark" (Hinterland Studio, 2017), provide a model for how water purification can add to survival gameplay.


Simplification of Vehicle Mechanics


Another issue is the oversimplification of vehicle mechanics. Previously, choosing the quality of engines and components for minibikes and other vehicles added a layer of strategy. Now, you simply build a minibike and move on, removing meaningful decision-making and speeding up progression. This change has reduced the game's complexity and enjoyment.

Reference: In "Project Zomboid" (The Indie Stone, ongoing development), vehicle mechanics include different parts and conditions, adding to the strategic depth of the game.


Inconsistent Game Features


Several features have been removed without considering their impact on the game. For example, the ability for zombies to smell raw meat on players was eliminated rather than fixed. This feature could have added a strategic element to gameplay. Implementing a variant of the new feral sense mechanic for this would have made the game more immersive and challenging. Instead, it was just eliminated, which feels like a missed opportunity.

At night, it was a huge challenge to go outside and hunt animals for meat due to the zombies smelling the meat on you from a distance. Now, it’s not even difficult; you simply go out, shoot the animal, or run it down and you have your meat.

Reference: The idea of enemies being attracted to the player due to certain conditions is well-implemented in "The Forest" (Endnight Games, 2014), where cannibals can track the player by sound and sight, adding tension and strategy to the game.


Lack of Storyline and Endgame Content


The fundamental issue with 7 Days to Die is the lack of a compelling storyline and engaging endgame content. After 12 years of development, we're still waiting for promised features like raiders and a fleshed-out story involving the Duke and White River. The game hints at an interesting world with nukes and viruses, but it hasn't delivered on these promises. There's no narrative to keep us hooked, and once we've built our fortresses and gathered all the resources, there's nothing left to do.

Reference: Games like "The Witcher 3: Wild Hunt" (CD Projekt Red, 2015) show how a rich storyline can keep players engaged for hundreds of hours.


The Unfulfilled Promise of Bandits


One of the most anticipated features has been the introduction of bandits, promised since Alpha 17 (2018). These NPCs were expected to add a significant layer of challenge and excitement to the game. However, despite the long wait and multiple updates, bandits have yet to make their debut. Their inclusion could provide the much-needed human element and strategic depth to the gameplay, making survival not just about building and crafting but also about facing intelligent adversaries.

Reference: The concept of human adversaries adding depth to survival games is well-demonstrated in "The Last of Us" series (Naughty Dog, 2013, 2020), where human enemies present a significant challenge alongside infected ones.


Need for Meaningful Content


Instead of focusing on slowing down player progression with arbitrary changes, the developers should have focused on providing meaningful endgame content. Players need compelling challenges and narratives to stay invested. Whether it's through new enemies, more complex quests, or a detailed storyline, the game needs content that rewards experienced players and keeps them engaged. We can only clear the same Tier 4, 5, 6 POIs so many times before they become stale.

Reference: "Terraria" (Re-Logic, 2011) offers regular updates with new bosses, biomes, and events, which continually renews player interest and provides long-term engagement.


Conclusion


While 7 Days to Die has a strong foundation and a dedicated player base, the recent changes and lack of endgame content are significant issues. The game needs logical, immersive mechanics and engaging endgame content to maintain player interest and provide a rewarding experience. Until then, many of us are left waiting, hoping for updates that address these fundamental problems.

Suggestions for Improvement and Realistic Hopes:

  1. Reintroduce and refine water mechanics with a focus on realism and practical challenges.
  2. Restore vehicle complexity to bring back strategic decision-making.
  3. Revise and reintroduce features like the raw meat attraction mechanic to enhance gameplay depth.
  4. Develop and implement a compelling storyline with meaningful endgame content to keep players engaged.
  5. Introduce bandits to add a new layer of challenge and excitement.

By addressing these areas, 7DTD can evolve into a more immersive and engaging survival experience, worthy of its long development cycle and dedicated community.

This is not an attack on The Fun Pimps (TFP) at all. For me personally, I am going to put down my hammer and my M60 and play something else for a while. I hope that TFP can add some of the missing features and content in the future to make it fun to run around with a burning steel hammer bashing zombies' heads in the late game.

 
Frustrating Changes and Lack of Endgame Content in 7 Days to Die


As a dedicated fan of 7 Days to Die (7DTD) with over 1500 hours of gameplay (A5), I've observed the evolution of the game over time, and while it has a strong foundation, the recent changes and lack of engaging endgame content are significant issues. Here’s an in-depth look at the current state of the game and some suggestions for improvement.


Long Development Timeline and Comparisons


To put into perspective the amount of time that has passed since the development of 7DTD began, consider these games:

  • GTA V (2013)
  • Far Cry 4, 5, 6 (2014, 2018, 2021)
  • Fallout 4 (2015)
  • Starfield (2023)
  • Red Dead Redemption 2 (2018)
  • The Forest 1 and 2 (2014, 2023)

Many of these games have seen multiple releases or significant updates in less time.


Illogical Water Mechanics


One of the most frustrating recent changes is the removal of water jars, making dew collectors the only way to obtain water. In reality, dew collectors provide clean water, but in the game, they give you murky water that requires purification. This mechanic is nonsensical and detracts from the immersion. We've lost practical ways to carry water—no buckets, empty pots, or milk jars. A more realistic approach would be to introduce contaminated water sources that require filtering and boiling, adding depth and realism instead of arbitrary difficulty.

Reference: Games that use realistic water mechanics, like "The Long Dark" (Hinterland Studio, 2017), provide a model for how water purification can add to survival gameplay.


Simplification of Vehicle Mechanics


Another issue is the oversimplification of vehicle mechanics. Previously, choosing the quality of engines and components for minibikes and other vehicles added a layer of strategy. Now, you simply build a minibike and move on, removing meaningful decision-making and speeding up progression. This change has reduced the game's complexity and enjoyment.

Reference: In "Project Zomboid" (The Indie Stone, ongoing development), vehicle mechanics include different parts and conditions, adding to the strategic depth of the game.


Inconsistent Game Features


Several features have been removed without considering their impact on the game. For example, the ability for zombies to smell raw meat on players was eliminated rather than fixed. This feature could have added a strategic element to gameplay. Implementing a variant of the new feral sense mechanic for this would have made the game more immersive and challenging. Instead, it was just eliminated, which feels like a missed opportunity.

At night, it was a huge challenge to go outside and hunt animals for meat due to the zombies smelling the meat on you from a distance. Now, it’s not even difficult; you simply go out, shoot the animal, or run it down and you have your meat.

Reference: The idea of enemies being attracted to the player due to certain conditions is well-implemented in "The Forest" (Endnight Games, 2014), where cannibals can track the player by sound and sight, adding tension and strategy to the game.


Lack of Storyline and Endgame Content


The fundamental issue with 7 Days to Die is the lack of a compelling storyline and engaging endgame content. After 12 years of development, we're still waiting for promised features like raiders and a fleshed-out story involving the Duke and White River. The game hints at an interesting world with nukes and viruses, but it hasn't delivered on these promises. There's no narrative to keep us hooked, and once we've built our fortresses and gathered all the resources, there's nothing left to do.

Reference: Games like "The Witcher 3: Wild Hunt" (CD Projekt Red, 2015) show how a rich storyline can keep players engaged for hundreds of hours.


The Unfulfilled Promise of Bandits


One of the most anticipated features has been the introduction of bandits, promised since Alpha 17 (2018). These NPCs were expected to add a significant layer of challenge and excitement to the game. However, despite the long wait and multiple updates, bandits have yet to make their debut. Their inclusion could provide the much-needed human element and strategic depth to the gameplay, making survival not just about building and crafting but also about facing intelligent adversaries.

Reference: The concept of human adversaries adding depth to survival games is well-demonstrated in "The Last of Us" series (Naughty Dog, 2013, 2020), where human enemies present a significant challenge alongside infected ones.


Need for Meaningful Content


Instead of focusing on slowing down player progression with arbitrary changes, the developers should have focused on providing meaningful endgame content. Players need compelling challenges and narratives to stay invested. Whether it's through new enemies, more complex quests, or a detailed storyline, the game needs content that rewards experienced players and keeps them engaged. We can only clear the same Tier 4, 5, 6 POIs so many times before they become stale.

Reference: "Terraria" (Re-Logic, 2011) offers regular updates with new bosses, biomes, and events, which continually renews player interest and provides long-term engagement.


Conclusion


While 7 Days to Die has a strong foundation and a dedicated player base, the recent changes and lack of endgame content are significant issues. The game needs logical, immersive mechanics and engaging endgame content to maintain player interest and provide a rewarding experience. Until then, many of us are left waiting, hoping for updates that address these fundamental problems.

Suggestions for Improvement and Realistic Hopes:

  1. Reintroduce and refine water mechanics with a focus on realism and practical challenges.
  2. Restore vehicle complexity to bring back strategic decision-making.
  3. Revise and reintroduce features like the raw meat attraction mechanic to enhance gameplay depth.
  4. Develop and implement a compelling storyline with meaningful endgame content to keep players engaged.
  5. Introduce bandits to add a new layer of challenge and excitement.

By addressing these areas, 7DTD can evolve into a more immersive and engaging survival experience, worthy of its long development cycle and dedicated community.

This is not an attack on The Fun Pimps (TFP) at all. For me personally, I am going to put down my hammer and my M60 and play something else for a while. I hope that TFP can add some of the missing features and content in the future to make it fun to run around with a burning steel hammer bashing zombies' heads in the late game.
The game is in final stages of development, so major changes that aren't on the road map just aren't going to happen.  And changes they made for specific reasons (such as water) will not be reverting.

And bandits/story are on the road map.  So no real need to suggest those.

Also, referencing other games really has no value.  This is a unique game with unique limitations, requirements, and difficulty for development.  You can't just toss out games that aren't the same as a way to show what should be changed.  Just leave off references to other games because that doesn't improve your arguments.

 
Frustrating Changes and Lack of Endgame Content in 7 Days to Die


As a dedicated fan of 7 Days to Die (7DTD) with over 1500 hours of gameplay (A5), I've observed the evolution of the game over time, and while it has a strong foundation, the recent changes and lack of engaging endgame content are significant issues. Here’s an in-depth look at the current state of the game and some suggestions for improvement.


Long Development Timeline and Comparisons


To put into perspective the amount of time that has passed since the development of 7DTD began, consider these games:

  • GTA V (2013)
  • Far Cry 4, 5, 6 (2014, 2018, 2021)
  • Fallout 4 (2015)
  • Starfield (2023)
  • Red Dead Redemption 2 (2018)
  • The Forest 1 and 2 (2014, 2023)

Many of these games have seen multiple releases or significant updates in less time.


Illogical Water Mechanics


One of the most frustrating recent changes is the removal of water jars, making dew collectors the only way to obtain water. In reality, dew collectors provide clean water, but in the game, they give you murky water that requires purification. This mechanic is nonsensical and detracts from the immersion. We've lost practical ways to carry water—no buckets, empty pots, or milk jars. A more realistic approach would be to introduce contaminated water sources that require filtering and boiling, adding depth and realism instead of arbitrary difficulty.

Reference: Games that use realistic water mechanics, like "The Long Dark" (Hinterland Studio, 2017), provide a model for how water purification can add to survival gameplay.


Simplification of Vehicle Mechanics


Another issue is the oversimplification of vehicle mechanics. Previously, choosing the quality of engines and components for minibikes and other vehicles added a layer of strategy. Now, you simply build a minibike and move on, removing meaningful decision-making and speeding up progression. This change has reduced the game's complexity and enjoyment.

Reference: In "Project Zomboid" (The Indie Stone, ongoing development), vehicle mechanics include different parts and conditions, adding to the strategic depth of the game.


Inconsistent Game Features


Several features have been removed without considering their impact on the game. For example, the ability for zombies to smell raw meat on players was eliminated rather than fixed. This feature could have added a strategic element to gameplay. Implementing a variant of the new feral sense mechanic for this would have made the game more immersive and challenging. Instead, it was just eliminated, which feels like a missed opportunity.

At night, it was a huge challenge to go outside and hunt animals for meat due to the zombies smelling the meat on you from a distance. Now, it’s not even difficult; you simply go out, shoot the animal, or run it down and you have your meat.

Reference: The idea of enemies being attracted to the player due to certain conditions is well-implemented in "The Forest" (Endnight Games, 2014), where cannibals can track the player by sound and sight, adding tension and strategy to the game.


Lack of Storyline and Endgame Content


The fundamental issue with 7 Days to Die is the lack of a compelling storyline and engaging endgame content. After 12 years of development, we're still waiting for promised features like raiders and a fleshed-out story involving the Duke and White River. The game hints at an interesting world with nukes and viruses, but it hasn't delivered on these promises. There's no narrative to keep us hooked, and once we've built our fortresses and gathered all the resources, there's nothing left to do.

Reference: Games like "The Witcher 3: Wild Hunt" (CD Projekt Red, 2015) show how a rich storyline can keep players engaged for hundreds of hours.


The Unfulfilled Promise of Bandits


One of the most anticipated features has been the introduction of bandits, promised since Alpha 17 (2018). These NPCs were expected to add a significant layer of challenge and excitement to the game. However, despite the long wait and multiple updates, bandits have yet to make their debut. Their inclusion could provide the much-needed human element and strategic depth to the gameplay, making survival not just about building and crafting but also about facing intelligent adversaries.

Reference: The concept of human adversaries adding depth to survival games is well-demonstrated in "The Last of Us" series (Naughty Dog, 2013, 2020), where human enemies present a significant challenge alongside infected ones.


Need for Meaningful Content


Instead of focusing on slowing down player progression with arbitrary changes, the developers should have focused on providing meaningful endgame content. Players need compelling challenges and narratives to stay invested. Whether it's through new enemies, more complex quests, or a detailed storyline, the game needs content that rewards experienced players and keeps them engaged. We can only clear the same Tier 4, 5, 6 POIs so many times before they become stale.

Reference: "Terraria" (Re-Logic, 2011) offers regular updates with new bosses, biomes, and events, which continually renews player interest and provides long-term engagement.


Conclusion


While 7 Days to Die has a strong foundation and a dedicated player base, the recent changes and lack of endgame content are significant issues. The game needs logical, immersive mechanics and engaging endgame content to maintain player interest and provide a rewarding experience. Until then, many of us are left waiting, hoping for updates that address these fundamental problems.

Suggestions for Improvement and Realistic Hopes:

  1. Reintroduce and refine water mechanics with a focus on realism and practical challenges.
  2. Restore vehicle complexity to bring back strategic decision-making.
  3. Revise and reintroduce features like the raw meat attraction mechanic to enhance gameplay depth.
  4. Develop and implement a compelling storyline with meaningful endgame content to keep players engaged.
  5. Introduce bandits to add a new layer of challenge and excitement.

By addressing these areas, 7DTD can evolve into a more immersive and engaging survival experience, worthy of its long development cycle and dedicated community.

This is not an attack on The Fun Pimps (TFP) at all. For me personally, I am going to put down my hammer and my M60 and play something else for a while. I hope that TFP can add some of the missing features and content in the future to make it fun to run around with a burning steel hammer bashing zombies' heads in the late game.
1. I wouldn’t recommend setting up a tarp to collect rain water and drinking it with the idea it’s “pure”. I would argue that they did exactly as you asked and introduced (kept the same) contaminated water that requires further processing to make potable. Even boiling wouldn’t remove some contaminates. Now I don’t have to create an infinite water pond near my base and hold onto stacks of empty jars. But where are all the empty jars going you ask? Right back into my dew collector so I don’t have to do a superfluous, tedious task and have a better overall game experience. 
 

2. I don’t want a vehicle SIM and like how they’ve added other things that give you tough decisions. I hated massive chests full of parts at my base and mindlessly combining them to get better parts. No tough decisions there. Just smash them together until purple. 
 

3. smell would be nice to have back

4. on the roadmap and certain elements are already in the game

5. Also on the roadmap and will be out when they’re ready. 

 
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