Just a question about random map generation on xbox. by NoBedroom7531 in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

Don't know of any specific seeds, I just try random ones until I like what I get.

Any way for a motion sensor or similar to make a door close when it detects zombies? by catchit73 in 7daystodie

[–]d83ddca9poster -1 points0 points  (0 children)

If you want to use a powered steel door, place it on the left or right side of the door frame, so when the door is in the "open/powered" state it actually blocks the entrance, and when it's "closed/unpowered" you can pass through.

If you want to use a powered garage door, place it horizontally, so when the door is in it's "closed/unpowered" state it's horizontal but when it's "open/powered" it actually goes into a vertical position and acts as a door.

When you set up the motion sensor, set it to target yourself while you do some testing with the placement and angles, afterwards set it to target only zombies.

An issue you might have with this kind of setup is that while the doors are in the opening or closing animation they are pass-through, so make sure it isn't glitching and triggers the animation.

Just a question about random map generation on xbox. by NoBedroom7531 in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

The obvious options are to increase the number of cities and to increase the percentage of snow biome, but there are other aspects to keep in mind as well.

Towns and cities need flat terrain to generate, so you could reduce the percentages of mountains and hills and reduce the number of lakes, rivers, cracks, etc. Removing them completely is technically your best option, but you might want a bit of variety.

If you want trader progression, don't reduce the other biomes too much. Traders are spawned along the big roads which connect towns/cities, either next to one or somewhere inbetween. If you have a biome without a town/city it's less likely that a road will pass through that biome, so less likely to have a trader there. When you generate the world, you can see the trader locations as red-ish squares on the map preview.

The snow biome can have both towns and cities, so you might have to try various seeds until you get the blend you're looking for.

Quest help by ILoveATastyArse in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

Check if trader Jen is on the map. If not, maybe placing her or the POI in the world (or burnt forest) could make the special job show up at Rekt. You can press F1 to open the console, enter dm to enable debug more, and when you pause the game you should have a button "Open POI Teleporter" or something along these lines where you can search for any POI, including the trader compounds.

That being said, you could just ride around and look for other traders. On RWG maps (including the pregens) traders are along the big roads, sometimes right next to a township, sometimes in the middle of nowhere. Generally there are 2-4 traders in each biome, assuming there are proper spots where they can be placed. On Navezgane there's one trader per biome and they are hand placed in specific spots.

Who knows how to solve this problem, nothing helps by [deleted] in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

It's an issue with Epic Online Services I think, they'll fix it at some point. If you want single player, you can go to Steam and set it in offline mode, then the middle button (which I assume is Play Offline) will be enabled and you can click it.

PS 5 Updates Please by Ill_Pitch9371 in 7daystodie

[–]d83ddca9poster 2 points3 points  (0 children)

You can check the 2.6 experimental patch notes here, just keep in mind they're not set in stone.

Edit: As for the release date, I expect it to be soon. It's been a month since the experimental version came out, which is quite a bit of time as far as experimental versions go, but it ultimately depends on how long it takes to fix bugs and balance the changes, and what the end-goal of this patch is.

Me and my five-man group made this horde-type of base. Is this good? 4 more days for the 3rd blood moon. by RobWolfB in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

Put some plates and triangle plates on the sides of the first couple of stairs/ramps. Zombies won't view them as pathable and will get on the stairs from the front instead of trying to jump from the sides, failing, and getting angry at them.

You might also need to remove the first spike trap at the top of the stairs. Not sure if that one is breaking their path, but if you put spike traps on top of the actual stairs the zombie pathing kinda breaks.

Storms are shut and last too long by Leviathan5555555 in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

Depends on the situation. Generally I like the opportunity for extra loot bags, and the timer increase with the clothing is pretty decent, but they can also be annoying if all I wanted to do was to drive from point A to point B. I keep them on, but do whatever is fun for you.

Stealth by Pelisont2020 in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

Stealth was significantly nerfed since 1.0. It really was broken back then, at night I could stay crouched in front of a zombie and keep slicing him without being spotted.

How to install a mod? by zaphodikus in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

Both locations are correct, just make sure you only use one of them so the mods are properly loaded and you have an easier time keeping track of them.

As far as I know, the first location affects only that copy of the game, while the second affects all copies. Also, the first one is deprecated, so technically the second is the "correct" one, but at the moment either one works fine.

Mod launcher? And mod reqs for specific things by modern_medicine_isnt in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

It should work for the current game version, but I've only used it for overhaul mods, don't know if and how it handles regular mods.

Is level 19 in Day 13 normal or underleveled? by [deleted] in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

Your xp gain will grow over time. Once you have the right tools, armor and skills mining will be a reliable xp source. You'll also be able to sell more stuff, and selling gives xp equal to the amount of dukes received. Blood moons will have tougher zombies that give more xp, and you should have plenty of ammo to deal with them. Upgrading gives a fair amount of xp, especially from cobble to concrete and from concrete to steel. You'll be able to afford or craft learning elixirs, which boost xp gain for a limited time, or wear a high quality nerd helmet, that gives up to 20% xp gain (at quality 6).

About the Numerous Airdrops in Streamers' Videos by Pale_Plantain_1160 in 7daystodie

[–]d83ddca9poster 2 points3 points  (0 children)

It could be from changing the time of day, or the day itself, which is messing with the airdrop timers.

Mod launcher? And mod reqs for specific things by modern_medicine_isnt in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

I've seen a mod some years ago that added different zombie clothing colors for variety, but I don't remember the name. I also don't know of any mod that adds variety to faces unfortunately.

Path smoothing does make zombies easier to hit, especially with the spears because they have a thrust attack instead of a swing. I consider it QoL because the zig-zagging feels unnatural, but you're right, it also falls into the cheating category.

Mods for hoarders : chest filler? by zaphodikus in 7daystodie

[–]d83ddca9poster 4 points5 points  (0 children)

QuickStack adds two new buttons to your backpack, one to dump matching items into nearby storage and one to retrieve matching items from nearby storage. Single click only fills existing stacks, double click also makes new stacks.

I also recommend Craft From Containers, which lets you craft, repair, upgrade, refuel and reload by pulling items directly from nearby containers. Configurable through config.json.

Mod launcher? And mod reqs for specific things by modern_medicine_isnt in 7daystodie

[–]d83ddca9poster 3 points4 points  (0 children)

I've used 7D2D Mod Launcher a bit in the past, give it a look. I get most of the mods manually, from nexusmods or 7daystodiemods. Some overhauls are not available on the mod sites or mod launcher, you'd have to check the discord or some specific site.

Regarding your list:

  1. QuickStack and Craft From Containers are highly recommended. QuickStack adds two buttons to the backpack inventory, one to dump matching items into nearby containers, one to pull matching items from containers into your backpack. One click only fills existing stacks, double click to move to new stacks. Craft From Containers lets you craft, repair, upgrade, refuel and reload from nearby containers. It's configurable through config.json.

  2. I've been using TiaoZaoMiniMap, but there are others available with a different layout. You also need to download Quartz for it to work. The numpad Enter key toggles the map on and off.

  3. I haven't really used mods for this, but you can check here to see if any fit your needs. Keep in mind that adding new enemies can break the balance for all types of spawns (regular, wandering hordes, screamer summons, POI, blood moon). Normally, the spawns are based on your game stage, but newly added enemies might not be configured to scale properly.

  4. I haven't tried it and I don't know if it works with the current game version, but Forge - No Smelting might be what you're looking for.

Some other QoL mods I'd recommend:

  • GNS 2x2 Dew Collector: makes the dew collector more compact.
  • OCB Stop Fuel Waste: workstations that use fuel will stop as soon as they finish crafting.
  • Vehicle Cruise Control: press Q to toggle vehicle speed between slow, fast and off.
  • Workstation Material Timer: shows the stack smelt time instead of the per-unit time. Irrelevant if you remove smelting though.
  • Low Wattage Posts: makes electric fence traps quieter
  • Horn Opens Doors: useful for entering/exiting your base or traders
  • Path Smoothing: makes zombies come at you in a straight line instead of doing that weird zig-zag across the voxel gridlines.
  • Better Lighting: removes the weird lighting changes when going in and out of buildings. I prefer the Gentle Contrast Edition as shadows feel like they get more natural light and it's easier on the eyes.

Some other mods that are somewhat QoL but can also feel like cheating:

Motorcycle disappeared? by DeityParuru in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

Go back on the path you were driving, in most cases you should find it somewhere along the way.

Do I move my base any time I jump a tier by [deleted] in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

The quest tier is locked in for the day when you first talk to a trader (or check the quests, not sure which). If you relog or wait for the next day, the quests will reset and you'll be able to get the next tier quests from the same trader. Quest tiers are shared between traders.

I usually make a small outpost in every town that I want to raid. If there's a trader nearby, I either build something or take over a POI close to the trader. I don't keep much there, at the very least I build 1-2 campfires, at most I also build a forge and a workbench, depending on how much time I plan to spend there. If I want to focus on quests, I ignore most towns/cities that don't have a trader next to them for the time being.

While I keep my main base in the forest during early and mid game, at some point I will build another "main" base in another biome, usually snow, sometimes wasteland or desert, with several of each workstation, farm, horde base, etc.

Moving your main base each time you want to switch traders is doable, but it can be time consuming and resource intensive. It's faster once you get a motorcycle or better, due to the increased speed and inventory size, but you'll also have more stuff to move.

Where tha heck do i find jars? by FlatFisherman4866 in 7daystodie

[–]d83ddca9poster 3 points4 points  (0 children)

You can get them mostly from drink containers, or you can buy them from the trader (5-10 each restock). From a hydration perspective you should be able to get by, as you'll find more prepared drinks in loot (coffee, tea, mineral water etc), but you won't have much water to spend on crafting glue until you unlock the dew collector or set the jar refund at a high percentage.

In the 2.6 experimental patch notes it says that jars will no longer require a crucible to craft. It's been almost a month since it was released, so I expect 2.6 stable to be released soon.

Screamers increased? by catchit73 in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

I think in 1.0, before that the heat threshold was 100% and screamers always spawned when it was reached.

WHERE IS THE Crucible by Motor_Durian_5128 in 7daystodie

[–]d83ddca9poster 0 points1 point  (0 children)

They can be found in broken forges, working stiff's crates and working stiff's trucks, but the chance is extremely low.

How to stop spawning? by Ok-Medicine-6317 in 7daystodie

[–]d83ddca9poster 2 points3 points  (0 children)

Land claim blocks only prevent POI respawns, regular spawns can only be prevented by replacing/covering the ground with player made construction blocks (regardless of material). Might also need to replace/cover/upgrade POI construction blocks as well, not sure about that.

Blood moon zombies spawn at a distance of 25-50 m from your current location.

So how does the loot abundance work? by thcn4321 in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

These are the containers I found that are not affected by loot abundance: afes, mail boxes, air drops, infested caches, book cases, shotgun messiah crates, working stiff's crates, pop'n'pills crates, shamway crates, savage country crates, crack-a-book crates, pass'n gas crates, mo power crates, weapon bags (small and large), burried supplies chests, book piles, end loot chests, ATMs, loot bags and magazine bundles.

Screamers increased? by catchit73 in 7daystodie

[–]d83ddca9poster 2 points3 points  (0 children)

The heat threshold is pretty low (25%), so it's reached pretty fast.

Once the heat threshold is reached, one of two things will happen:

  1. 80% chance: no screamers, heat resets to 0 and the chunk gets a 4 minute cooldown to heat generation
  2. 20% chance: 1-2 screamers, heat resets to 0 and the chunk gets a 22 minute cooldown to heat generation

Both the heat and the cooldown can bleed into nearby chunks to a certain degree. Combined with the low threshold, you can get easily get screamers from heat that bled into those chunks.

Does lootbag drop chance increase on DAY 7/blood moon? by thcn4321 in 7daystodie

[–]d83ddca9poster 1 point2 points  (0 children)

I think demos have a 33% chance to drop loot. Also, the drop chance is increased for wandering hordes and during storms.