PC V2.0 b294 EXP Update

I know you said your server and clients were patched, but maybe do a tripple check and force validation of files.
I found the bug! The sits on the chair!
I write force_install_dir C:/7d_expari but the right folder is C:/7d_experi
So I installed the new server in a new folder.


Would be good if the game would do a pop up saying Your version does not match the one on the server or some such message.
Normally the game do a pop up with a massage like this in the past I think.

Thank you! Because of your posting I check my installation.
 
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Hello Survivors!
b294 just hit experimental!

Here's what changed since b292:

Changed

  • Animal dismemberment visuals now only show the particles and improved the particles
  • EULA to include language for Discord features
  • Improved RWG highways to prevent overlapping wilderness POIs
  • Increased RWG POI padding from tile edges
  • Localization is updated with new entries
  • Permanent death event drops the player backpack again
  • Updated Robotic Turret Shells max range and effective range to match Robotic Turret Ammo due to automatic detection range
Fixed

  • AI break block task was canceling for enemies on ladder and not touching ground
  • Discord friends should still be able to join others when Server Visibility set to Friends Only
  • RWG POI padding from tile edges was not used on right or bottom
  • Zombies will now attack hatches above them when on ladders
I don't know where to put this, but I'm getting plague spitters in the forest and the Burnt biomes nowhere near the desert on day 2, don't have enough armor or weapons to survive them...Thanks for overcompensating to please the hardcores.
 
I don't know where to put this, but I'm getting plague spitters in the forest and the Burnt biomes nowhere near the desert on day 2, don't have enough armor or weapons to survive them...Thanks for overcompensating to please the hardcores.
Actual plague spitters, or are you just getting bees when chopping stumps.
 
I think the default is 10 minutes. If you have extended the day length time from default it could be longer. There is no configuration for this.
do you know if this command controls storm time? and would that be in game or real life hours? how would i input that if i wanted storms to only last 5 minutes?
Screenshot 2025-06-26 135535.png
 
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I don't know where to put this, but I'm getting plague spitters in the forest and the Burnt biomes nowhere near the desert on day 2, don't have enough armor or weapons to survive them...Thanks for overcompensating to please the hardcores.
apparently bees in stumps is a new thing. makes sense. they take full damage from melee attacks, and have a level of damage reduction vs shooting.
 
do you know if this command controls storm time? and would that be in game or real life hours? how would i input that if i wanted storms to only last 5 minutes?
View attachment 34987
The commands I am aware of to control the storms.

Code:
weather storm <duration hours> <biome name>

weather storm  >>> will start storms in all biomes
weather storm 24  >>> will start a storm for 24 game hours
weather storm 24 burnt_forest >>> will start a storm in the burnt biome
weather storm -1 >>> will stop the storm (countdown will restart, but the storm doesn't start)
 
The commands I am aware of to control the storms.

weather storm <duration hours> <biome name> weather storm >>> will start storms in all biomes weather storm 24 >>> will start a storm for 24 game hours weather storm 24 burnt_forest >>> will start a storm in the burnt biome weather storm -1 >>> will stop the storm (countdown will restart, but the storm doesn't start)
Now I'm confused again, is it that the xml file is set to real time, and the command code is set to game time?
I gues it doesn't take too much for me to miss the bus now.
 
Now I'm confused again, is it that the xml file is set to real time, and the command code is set to game time?
I gues it doesn't take too much for me to miss the bus now.
The xml file is counting ticks. Which is game ticks, and related to in-game hours. So longer game days would make the time be longer because of how it is calculated.

So if we have the default day set to 60-minute days. That makes one game hour two minutes and thirty seconds.
If I figure the "duration" is calculated by a single game hour (1000 ticks), buildup and duration come to 2.08, which is just over two game hours, or about five minutes and 13 seconds. Give or take.
Then there is a randomness applied that extends or reduces the length of the storm. I'm not entirely sure on those values and how exactly it works.

So if you double the day length to 120 minutes, that will set the base storm length to 10.4 minutes. give or take some randomization.

This is what I've gathered from the xml and some discussions in the tester Discord. I do not have any exact facts or details. I could probably dig in the code on it more, but this month's launch at work has me running ragged. I just don't have the energy to put into it atm.
 
This is what I've gathered from the xml and some discussions in the tester Discord.

No, you answered my question, and thank you. I just needed to know if there was
a single mode or multiple mode being used to get time measurements. I just needed
to know which measurement to use in order to edit, event timing correctly.

As an example I found out through experimentation, in weather for the biomes, I can use
1 to 100 for probability and min max, or .0 to 1 to do the same thing and I believe also 1 to 10.
And the fog color standard is ### 0 0 0 to 1 1 1 for the rgb render, but I can also use .012 .012 .013
for subtler changes this yielding a slightly blue tint. I experiment a lot especially with environment
variables to learn what is absolute and what is flexible. It helps me contour my environment.

Since this is a new, change I just wanted to know what to expect before I started.
 
So if you double the day length to 120 minutes, that will set the base storm length to 10.4 minutes. give or take some randomization.
And that's too much. I ran into storms 3 times. Two of them were when I entered the binome, so I just turned around and went back. But the third time it started when I stopped by a merchant in the wasteland. I went for a smoke, poured myself some tea, made a couple of sandwiches, but the storm was still going on.
 
And that's too much. I ran into storms 3 times. Two of them were when I entered the binome, so I just turned around and went back. But the third time it started when I stopped by a merchant in the wasteland. I went for a smoke, poured myself some tea, made a couple of sandwiches, but the storm was still going on.
This is just one of a large list of "damned if you do" things you will run into when stepping away from the default settings.
Double the length of the day, double the time for the bloodmoon.
Double the length of the day, double the difficulty of the horde.
Double the length of the day, double the time of the storms.

It comes down to a matter of choice, and for choices there are consequences.
 
This is just one of a large list of "damned if you do" things you will run into when stepping away from the default settings.
Double the length of the day, double the time for the bloodmoon.
Double the length of the day, double the difficulty of the horde.
Double the length of the day, double the time of the storms.

It comes down to a matter of choice, and for choices there are consequences.
I agree with you about the night and the horde. But in my opinion, the length of the day should not affect the duration of storms.

Crafting time does not depend on the length of the day. Crop growth time does not depend on the length of the day.

Why make the duration of the storm dependent on the length of the day? In version 2.0, the maximum health of a character is 300. Why not make the duration of the storm such that it would take away 600 health from a character in an open area and end? This is more than enough to kill an inattentive player.
 
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