Hey Survivalist,
    We’ve just released Alpha 16 Experimental B129 and could really use your help finding the last remaining big issues. If you’ve played B105, B112, B113 or B119 from our previous posts see the fixes below for more info.

    As always TFP is interested in all constructive criticism and feedback, but what we're really looking for in this thread are the following:


    • Show stopping game play bugs (Hopefully with reproduction steps)
    • Crashes (Try and get reproduction steps and post your output_log.txt files - usually found here: C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\7DaysToDie_Data\output_log.txt - directly in your forum post. Note: You will find all output_logs time stamped there, even from old games. You can also attach your zipped up crash dump file too.)
    • Chunk Generation Bugs. People please give us the coordinates of where they were in the world when they run into a chunk generation error plus the game seed. Copy and pasting the error alone and the output log is not sufficient to help with a fix.
    • Additionally, you can post balance and feedback in the current Dev diary.


    We don’t want incompatibility bugs with alpha 15.2 so please remember to start a new game with each experimental update. IF YOU HAVE MODDED THE GAME IN ANY WAY PLEASE DON'T SUBMIT A BUG REPORT.

    Here's how to opt in and play the latest experimental branch.



    Open your steam client.
    1. Click on Games/View Games Library
    2. Right click ‘7 Days to Die’ and select properties
    3. From the new popup dialogue box select the ‘BETAS’ Tab
    4. Under ‘Select the beta you would like to opt into’ latest_experimental

    The game will then update and download the latest experimental build Alpha 16 Experimental

    Switching back to the latest main stable build is as easy as repeating steps 1-4 and on step 4 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest stable build.

    Official Alpha 16 Release notes!

    Cheers Richard




    Added

    • New HD flagstone texture and replaced old one.
    • Wedge stairs with recipes and upgrade path.
    • Spawn position to player spawn message and mod API event
    • Launcher: Also delete UserOptions.ini on "clean settings"
    • Passthrough Triggering Journal tip.



    Changed

    • Every Secret Stash perk level will improve the trader inventory.
    • Crawler zombies will not appear in scout or feral hordes.
    • Claim stones require forged iron, not steel.
    • Increased temperature insulation and armor on Animal hide clothing
    • Removed calipers from the game.
    • Removed spotlights from random construction loot crates.
    • Iron tools drain more stamina than stone tools. This can easily be covered with perks.
    • Everyone can repair a machete but only expert weaponsmiths can craft new ones.
    • A machete is a steel weapon.
    • Game Unsticks player to the surface when underground
    • Allow for case insensitive item name passed to giveself
    • Increased probability for finding silver/gold/diamond.
    • Making glue does not require a beaker.
    • The bio fuel item has been removed.
    • Message given and radial menu disabled when TE is in use by another player
    • Dart and blade trap are sturdier since they stand a high chance of being damaged.
    • Adjusted requirements for the Concrete perk.
    • Flaming arrows are still limited to the compound bow but every bow can now shoot the plain arrows.
    • Doubled the effectiveness of combining items.
    • Auto turrets are found in the secret stash of traders.
    • The ammunition formerly known as steel darts is now known as iron darts.
    • Increased experience gained from killing zombies, especially at higher levels.
    • Adjusted skill point costs, made less powerful perks considerably cheaper. Buying all perks costs about 100 points less.
    • Removed the Run Forest Run perk because it gave an unintentional multiplier to all stamina use.
    • Zombies drop more quest notes.
    • Better feedback when trying to combine parts out of your skill range.



    Fixed

    • Merged burning barrel particle effect into barrel prefab.
    • Dropped molotovs explode on pickup when the pickup text isn't showing
    • Duplicate items inside dead zombie
    • breaking down loot crates in skyscrapers to the green dev block (forum)
    • Fixing rendering issue with molotovs appearing to levitate.
    • Client now creates a lobby when joining a dedicated server, thus allowing people outside the local LAN to connect to dedicated servers without port forwarding
    • New bears spinning in circles
    • Molotov's hit invisible NW to NE wall as a Client
    • Player can get stuck behind barb wire at trader Jimmy's
    • Misleading error message when not knowing a recipe.
    • Distant buildings are way too dark on Intel graphics cards
    • Error when using giveself with non-existing item name
    • Console not behaving properly when an executed command throws an error
    • Pressing Tab during Building Environment skips to the game while it is not yet ready
    • Vulture ignores Day 1 protection
    • in b126 water tower 3 floats in RG
    • Bears and wolves won't react to player's attacks, if far away
    • RWG Terrain Density Mismatch Issue
    • Added vault hatch icons and fixed broken XML name on wood hatch icons.
    • Missing BlockLoot file for
    • Workbench getting outdoor weather on it
    • Bear and Zombie Bear do not attack the player
    • Sleepers lose interest in player and return to sleep without fighting back
    • Shock particle effect not being removed on death
    • Vultures susceptible to bleed buffs.
    • Black goth pants are not scrap able (boots are)
    • Button info summary for gamepads does not refresh properly when switching between item stacks
    • RWG highway connection issues
    • RWG highway generation issues
    • Boar collision is more accurate
    • Yucca seeds are in the Science category
    • Localization needs to be fixed for smelly foods.
    • Full harvest event amount being paid out on the destroy event
    • Texture aliasing / mipping issues - surfaces viewed from an angle should appear more clear and more stable in the distance
    • Painted pictures, etc., on arrow slit blocks.
    • Reversed stats on healing bandages.
    • Reversed temperatures in biome settings.
    • Campfire and chemstation go unresponsive after client use
    • Recipes are not unlocking properly on P2P
    • Shotgun turret does not use ammo in manual mode
    • Game Unsticks player to the surface when underground
    • Camera preview upside down on Mac
    • Compound bow damage is assigned twice.
    • Adjusted Flag/Cobblestone harvest events to the new building costs.
    • Workstations with remaining fuel (burn time) can't be turned on again.
    • Wrong description on crafted spotlights.
    • Some sinks drop the wrong loot.
    • Block 1964 does not yield broken glass
    • Eviscerated Remains is spelled wrong
    • Auto Turrets now acknowledge PVP Settings.
    • Fixed multiple collision issues with water vs harvesting, attacking, etc..
    • Graphics appear on low settings after installing new versions of game
    • Work station journal is misleading
    • Burning barrel is craftable again. Descriptions and code cleaned up.
    • Concrete blocks do not upgrade to reinforced concrete.
    • OpaqueBusinessGlass can be picked up directly by destroying it.
    • AnimalZombieBear uses the hand for animalBear.
    • ZombieSkateboarder uses the wrong loot list.
    • Wrong XP values on several zombies.
    • Fixed smeared UV's on metal sheets
    • Hitboxes on boar, bear and wolves


    ALREADY REPORTED ISSUES FOR b129(No more reports needed, thank you)

    • Too many fibers being harvested and too many experience points gained from hoeing grass
    • Farming of crops other than yucca and hops affects performance
    • Camel perk is multiplying hydration loss as well as hydration gain
    • Zombies rotate on the ground before standing up
    • Zombies and animals clip into blocks
    • Vultures sometimes fall through the world when killed high in the air.
    • Vultures violate starter safe zone
    • Campfires not working in multiplayer games
    • Precipitation and cold temp going through windows, glass blocks, doors, and hatches
    • Game freezing on creating player
    • Missing traders and partial trader outposts


    • Important Server Config Info
      [LIST]
    • There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
    • enemysensememory also got completely removed
    • enemyspawnmode is now true/false and not a number

    Quelle

    Hey Survivalist,
    We’ve just released Alpha 16 Experimental B119 and could really use your help finding the last remaining big issues. If you’ve played B105, B112, or B113 from our previous posts see the fixes below for more info.

    As always TFP is interested in all constructive criticism and feedback, but what we're really looking for in this thread are the following:

    • Show stopping game play bugs (Hopefully with reproduction steps)
    • Crashes (Try and get reproduction steps and post your output_log.txt files - usually found here: C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\7DaysToDie_Data\output_log.txt - directly in your forum post. Note: You will find all output_logs time stamped there, even from old games. You can also attach your zipped up crash dump file too.)
    • Chunk Generation Bugs. People please give us the coordinates of where they were in the world when they run into a chunk generation error plus the game seed. Copy and pasting the error alone and the output log is not sufficient to help with a fix.
    • Additionally, you can post balance and feedback in the current Dev diary.

    We don’t want incompatibility bugs with alpha 15.2 so please remember to start a new game with each experimental update.

    Here's how to opt in and play the latest experimental branch.

    Open your steam client.
    1. Click on Games/View Games Library
    2. Right click ‘7 Days to Die’ and select properties
    3. From the new popup dialogue box select the ‘BETAS’ Tab
    4. Under ‘Select the beta you would like to opt into’ latest_experimental

    The game will then update and download the latest experimental build Alpha 16 Experimental

    Switching back to the latest main stable build is as easy as repeating steps 1-4 and on step 4 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest stable build.

    Official Alpha 16 Release notes!

    Cheers Richard

    Added

    • New boar sounds to boar.
    • Random break in crates and secret stash crates to some locations.

    Changed

    • Sound is a bit more noticeable to zombies.
    • Creative Window changed to show the useful items for players outside of Dev blocks.
    • Slowed how fast player core temp changed from b113. It is still faster than A15.
    • Increased insulation of skull cap, hooded sweatshirt and sweatshirt.
    • Concrete blocks use the reinforced concrete icon.
    • Tightened up iron sight sway and bob. Now when iron sighting your weapon is in the "aimed" position faster.
    • Removed adobe recipes and blocks.
    • Reduced sloppy weapon sway when rotating camera and looking up and down, resulting in guns feeling tighter. This also reduces the stuttering feeling A15 had when mouse looking.
    • Clearer message for "unable to repair".
    • All stations found at traders now have a rare chance to be in working condition.
    • Calipers no longer drop in the game.
    • Crafting steel ingots or bulletproof glass in a forge requires a crucible upgrade.
    • The machete recipe is unlocked by a perk for better visibility.
    • First aid kits are made in a chem station.
    • First aid bandages heal more slowly.
    • Altered the Taza's Axe icon.
    • The burning barrel is not craftable.
    • The paint tool defaults to a texture that isn't locked.
    • Changed some minor improvements to 3 of the skyscrapers.
    • Dire wolves no longer chase zombies, and give up the chase after 30s instead of 45s.
    • Improved visuals for throwing (molotov + small stone): less lag after thrown away.
    • Slowed how fast players temperature changes in a negative way.
    • Slightly increased economic prices of heavy armor and steel items.
    • Reduced how many animals there are.
    • Rebalanced the requirements for main progression milestones like concrete mixing.
    • Painting the inside of the wood frame is now possible, it is attached to the bottom of the frame. Use paint all to reach them in most cases.
    • You can build on pressure plates.

    Fixed

    • Replaced wrongly used bridge concrete and bridge wood that made some walls too strong.
    • Minibike chassis falls into misc skill group while all other parts are in science.
    • Wedge tip exploit from player able to shoot thru flat side of wedge.
    • It seems like it rains way too much in game - A rainy time slot is selected by the server each day now. It can only rain during these selected hours IF it is cloudy and a rainy weather dice is rolled. This possible rainy time can range from 8-12 hours per day and it can never rain outside those hours except on 7th days.
    • Wet concrete support (Items 403) places and dries incorrectly.
    • Snakes now move the same speed day and night.
    • UserOptions ini - fixed values that go above in-game dropdown settings.
    • Vulture was using dog attack. Vultures do less damage than dogs and less chance to bleed, but have a higher chance for infection.
    • Grammar in batteryBank description.
    • Once focused on a saved waypoint the icon does not revert.
    • Wet Concrete Ramp Corner is using the wrong model.
    • Missing localisation for animalBoar.
    • BladeTrap has no vendor price set.
    • Spawn zones are now safe again for first time spawns.
    • Wire tool can be used to find weak electrical traps on pvp.
    • Sleeper crawler standing when found and then drops to the floor.
    • Player does not lose sleeper aggro when hiding, always hunted.
    • Spider zombie does not attack all the time, and when it does it rarely hits you.
    • Explosive damage causes indestructable wood spikes.
    • Playerbuilt remote control tower to open doors in lower level.
    • Progress bars always at 100% (Linux, non-english systems)
    • Woodframe has difficult focus targeting.
    • NRE on cancelling crafting of autoturret/shotgun turret.
    • Wrong description on the paint tool.
    • Limit combined item quality on workbenches.
    • Quality Joe is broken on relogging.
    • Boar has no head Collison.
    • Player can push inside of a bear.
    • Running zombies seem to stop following you and then run in circles.
    • NRE trying to harvest vulture with auger.
    • Block UV's bad at 45 degree angle pointing up.
    • NRE on hitting craft after clicking on the * for favorites.
    • Controller isn't allowing minibike to drive straight forward.
    • Block #728 upgrades into itself.
    • Pressure Plates 1x1 can be placed on offset terrain and are uneven.
    • Molotov Cocktail cannot be debuffed.
    • Sleeper crawler standing when spawning and then drops to the floor.
    • Distant Water Has Missing Texture.
    • Burning Barrels give no light again.
    • Broken bear material.

    KNOWN ISSUES (No more reports needed, thank you)

    • Hunted Status not working properly
    • Clipping issues with bears, wolves, and spider zombies
    • Unintended harvest amounts on destroying boulders.
    • Too many Airdrop crates spawning and crates spawning underground
    • Road Issues
    • Scavenger + Quality Joe not working
    • Gore pile dupe
    • Blade trap doesn't damage cops or irradiated cops (Might be intended)
    • Throwing rocks does not distract zombies
    • Trader Issues: Missing Trader, missing POI, odd hours, etc.
    • GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
    • Teleport to ground level when under doors, under certain blocks, or loading in after having quit from an underground location.
    • Issues with filling buckets and bottles with water
    • Wet concrete not drying
    • Animals and zeds don't aggro from being hit with a ranged attack after a certain distance
    • Sleeper spawning issues continue
    • Minibike steering issue using a gamepad controller

    Important Server Config Info

    • There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
    • enemysensememory also got completely removed
    • enemyspawnmode is now true/false and not a number

    Hey Survivalist,


    We’ve just released Alpha 16 Experimental B113 and could really use your help finding the last remaining big issues. If you’ve played B105 or B112 from our previous posts see the fixes below for more info.

    As always TFP is interested in all constructive criticism and feedback, but what we're really looking for in this thread are the following:


    • Show stopping game play bugs (Hopefully with reproduction steps)


    • Crashes (Try and get reproduction steps and post your output_log.txt files - usually found here: C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\7DaysToDie_Data\output_log.txt - directly in your forum post. Note: You will find all output_logs time stamped there, even from old games. You can also attach your zipped up crash dump file too.)


    • Chunk Generation Bugs. People please give us the coordinates of where they were in the world when they run into a chunk generation error plus the game seed. Copy and pasting the error alone and the output log is not sufficient to help with a fix.


    • Additionally, you can post balance and feedback in the current Dev diary.


    We don’t want incompatibility bugs with alpha 15.2 so please remember to start a new game with each experimental update.



    Here's how to opt in and play the latest experimental branch.

    Open your steam client.


    1. Click on Games/View Games Library


    2. Right click ‘7 Days to Die’ and select properties


    3. From the new popup dialogue box select the ‘BETAS’ Tab


    4. Under ‘Select the beta you would like to opt into’ latest_experimental



    The game will then update and download the latest experimental build Alpha 16 Experimental

    Switching back to the latest main stable build is as easy as repeating steps 1-4 and on step 4 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest stable build.



    Official Alpha 16 Release notes!
    Cheers Richard

               Added


    • Recipes for glass ramps.


      Changed
    • Updated wood, scrap and vault hatches to work with advanced rotations.


    • Snow and forest biomes are colder.


    • Players core temperature change faster.


    • Moved End Tables to the Decor group.


    • Reduced the amount of meat harvested from animals.


    • Wood cube frames are 3d again, but optimized so they don't cause errors.


    • Terrain ping pong to do one more check for "bounce ups" instead of clamping them.


    • Temporarily disabled wolf running attack to stop clipping through several voxels.


    • Slightly slowed wolf running speed.


    • Dire wolves are rarer.


    Fixed

    • Double mouse cursor after using map.


    • Map not showing crosshair cursor while hovering waypoints.


    • Updated the description of Misc Crafting.


    • Wrong upgrade patch on concreteWedgeIncline.


    • Description for looseBoardsTrapBlock3x3.


    • Players can walk through the chem stations.


    • Wood spikes cost more to repair than to make. (this time for real)


    • Some upgrades are leading to the wrong kind of concrete.


    • Control binding tooltips stay if controls dialog is closed with ESC while tooltip is showing.
    • Pressing enter during sign editing causes random effects (reset key bindings to default to apply fix)


    • Quests refer to pigs, not boars.


    • RWG Index out of range error.


    • Snake death animation.


    • Delayed sleeper spawn.


    • Sleepers spawn instantly when active beroll is picked up.


    • Sleeper volumes with small pre-trigger area allow seeing spawn ins.



    KNOWN ISSUES (No more reports needed, thank you)
    • Hunted Status not working properly


    • Clipping issues with bears, wolves, and spider zombies


    • Unintended harvest amounts on destroying boulders.


    • Aggressive animals violating safe zone.


    • Too many Airdrop crates spawning and crates spawning underground


    • Road Issues


    • Scavenger + Quality Joe not working


    • Gore pile dup


    • Blade trap doesn't damage cops or irradiated cops (Might be intended)


    • Throwing rocks does not distract zombies


    • Trader Issues: Missing Trader, missing POI, odd hours, etc.


    • GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.


    • Boar Head Hitbox not working



    Important Server Config Info


    • There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.


    • enemysensememory also got completely removed


    • enemyspawnmode is now true/false and not a number



    Hey Survivalist,


    We’ve just released Alpha 16 Experimental B112 and could really use your help finding the last remaining big issues. If you’ve played B105 from our first post see the fixes below for more info.



    As always TFP is interested in all constructive criticism and feedback, but what we're really looking for in this thread are the following:



    • Show stopping game play bugs (Hopefully with reproduction steps)



    • Crashes (Try and get reproduction steps and post your output_log.txt files - usually found here: C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\7DaysToDie_Data\output_log.txt - directly in your forum post. Note: You will find all output_logs time stamped there, even from old games. You can also attach your zipped up crash dump file too.)



    • Additionally, you can post balance and feedback in the current Dev diary.





    We don’t want incompatibility bugs with alpha 15.2 or 16 B105 so please remember to start a new game with each experimental update.



    Here's how to opt in and play the latest experimental branch.



    Open your steam client.


    1. Click on Games/View Games Library


    2. Right click ‘7 Days to Die’ and select properties


    3. From the new popup dialogue box select the ‘BETAS’ Tab


    4. Under ‘Select the beta you would like to opt into’ latest_experimental



    The game will then update and download the latest experimental build Alpha 16 Experimental



    Switching back to the latest main stable build is as easy as repeating steps 1-4 and on step 4 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest stable build.



    Official Alpha 16 Release notes!



    Cheers Richard





    Added



    • Arch 2m blocks/recipes.





    Changed



    • Skill screen allows purchase of multiple skills at once.



    • Skill screen now shows -- for cost of maxed out skills.



    • Skill screen now shows KNOWN for buy option when trying to purchase a known rank.



    • Skill info window now shows skill purchase cost.



    • Skill points gained per level have been increased to 6.



    • Slowed player leveling per level.



    • Replaced pigs with wild boars. They attack if provoked.



    • Reduced the wood cost of tools and weapons.



    • Cobblestone frames no longer exist. Flagstone can be upgraded to cobblestone.



    • More flagstone block recipes added.



    • The stone axe works better against wood and worse against stone. (it's an axe, not a pick)



    • The adobe material has been removed from the game. Flagstone has been fleshed out with new shapes.



    • Increased player outgoing damage on higher difficulty levels. On "Insane" it is now x0.5 instead of x0.25.



    • Gamestage increases much faster on higher difficulty levels making zombies big, bad, and bountiful.



    • Small adjustment to bacon & eggs to match the latest changes



    • The compound bow draws faster than the wooden bow.



    • Reduced probability of vultures in hordes because their AI makes them inefficient for that.



    • Vultures had too much fun swimming. The relevant AI task was removed.



    • Rebalanced wildlife so there are less larger mammal and more rabbits and chickens. Changed: There were too many wolves and too much meat as a result.



    • There are more zombies in the wild (and towns as a result), except in the snow biome which is still low population but made of harder zombies like lumberjacks.



    • Compound bow draw is faster, making it better than the wooden bow in every way.



    • Misc crafting is now a perk.



    • Added descriptions to Painting blocks.



    • Increased harvest amount on stone tools.



    • Increased the chance to occasionally find a house empty of zombies.



    • maxAlive in horde stages ramps up a little quicker.



    • Optimized cube frame.






    Fixed



    • woodHalf has no vendor price set.



    • Allow shift clicking fuel in workstation.



    • Model error on harvestable potato plant.



    • Duke token amount is not updating correctly.



    • Wrong fall event on some doors and hatches.



    • Broken wooden bow gets stuck in zoom position.



    • Hitting any trader with a torch and setting them on fire awards player kills.



    • First Person Muzzle Flashes are out too far from the barrel at different FOV’s



    • Workstations output goes to first free slot - ignoring existing stacks.



    • Zombie corpses are not being cleaned up in unloaded chunks.



    • Player Editor has invalid character selections available.



    • Wolves don't lunge attack through the player and doors now.



    • Improved description for the paint tool.



    • Wood spikes are using A15 repair costs.



    • Debug menu: Cannot set speed slider to 1



    • Pressing ESC in SP during spawn/death anims freezes game.



    • Toolbar interaction possible with in-game menu open.



    • Reload/Take all cannot be rebound.



    • Closing 7dtd without having a game started causes NRE.



    • Binding ALT key to any action kills mouse control for that game session.



    • Mouse sensitivity limit lowered.



    • Adobe arch blocks in prefabs cannot be repaired.



    • Industrial Light is in the wrong crafting tab.



    • Electrical lights have no description.



    • Texture Picker now can only select unlocked textures.



    • Using noclip as client causes teleports.



    • Zombie crawler walks after being electrocuted (Note that crawlers and spiders still stand up when being electrocuted, we need a couple of more shock animations)



    • Adjusted burn times of chairs.



    • Floating POIs in RG



    • Fix missing -no shadows- option.



    • batterybankSchematic teaches the recipe, not the perk.



    • Bad grammar on the Trigger Delay and Duration journal.



    • Electricity skills/perks need their descriptions.



    • Craftable items missing descriptions.



    • Disappearing POIs in RG.



    • Steel smithing does not display required science skill.



    • Stats do not show for lvl 0 crafting skills.



    • Fixed: Wolf fur looks off [Hangs too low]



    • When in the paint picking menu, if you try to drop items they go to your backpack.



    • Added missing icon for loose floor 3x3 trap.



    • Switch in front of battery bank also turns it off.



    • Sounds turns off on bladetrap and solarpanel when a player leaves the area.



    • Opening dialogs while moving can cause action hotkeys to trigger.



    • Tooltip not showing for map waypoints.



    • Minibike lock locking out owners.



    • Name on Block 784 same as 786.



    • Supply crates now float above water.



    • Falling through the world on dedi.



    • Compound bow preview window is incorrect.



    • Rebinding actions can cause conflicts between local/gui and permanent actions.



    • Made all actions rebindable.



    • Trouble Looting or Destroying Zombie Ragdolls in Shallow Water.



    • Player Editor has invalid character selections available.



    • Bulletproof Glass has Concrete particles.



    • Increased Radial delay making it easier to use Tab/R/E without the radial popping up.



    • ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices! Reverted to an alpha cutout frame on a cube instead of a 3d cube.






    KNOWN ISSUES (No more reports needed, thank you)



    • Hunted Status not working properly



    • Clipping issues with bears, wolves, and spider zombies





    Important Server Config Info



    • There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.



    • enemysensememory also got completely removed



    • enemyspawnmode is now true/false and not a number




    Quelle

    The Stream Team A16 Expermentel Version ab 7.06.17


    Die zeiten die angegeben sind. Sind die Normalen Streaming zeiten der streamer. Es wird aber stark angenommen das sie aber ab Mittwoch fast durchgehen zocken werden. Laut meiner eigenen Quelle wird Games4Kickz definitiv Ab MI 10 uhr UK zeit min 24 stunden durch streamen. B)


    Pokketninja


    Scheduled Stream: Saturdays 7pm - 12am Central Time USA
    Language: English
    Pokketninja's Twitch Page


    BeardedGuysGaming


    Scheduled Stream: Fridays 7pm - 12am Eastern Time USA
    Language: English
    BeardedGuysGaming's Twitch Page


    Kage848


    Scheduled Stream: Sundays 2pm - 5pm Eastern Time USA
    Language: English
    Kage848's Twitch Page



    Games4Kickz


    Scheduled Stream: Fridays 10pm UK time
    Language: English
    Games4Kickz Youtube Channel

    Laut dem youtuber "Games4Kickz" der zu dem ausgewählten Pool von Streamer der Funpimp gruppe gehört. Wird am Mittwoch den 7.06.17 um 10 uhr (UK zeit) Die Experemetel Version für die streamer bereit gestellt.


    Laut entwickler wird dann je nach meinung der streamer und der Zuschauer geschaut ob das game mehr oder weniger Bug frei ist.
    Nach Entwickler aussagen wird die fertige version defentiv 2-3 wochen nach der Experemetel version erscheinen! Das müsste dann so etwa der 26.06.17 ca sein. B)

    Hey everyone, A16 involved some major features that took more time than we originally planned. Electricity, sleepers, block overhaul, and socket cities were all major changes that took a lot of time to implement. Therefore, the following features won't be in A16 but they will be coming in the future.




    Zip Line system [COLOR="#FF0000"](Delayed)[/COLOR]
    * Attach zip lines and use them for quick escape routes or safe passage down treacherous mountains, Cross rivers and gorges!


    Shape selector interface for building blocks [COLOR="#FF0000"](Delayed)[/COLOR]


    New unified perlin worm cave system [COLOR="#FF0000"](Delayed)[/COLOR]
    Caves in RWG and Navezgane will be ruled by one system. There will be worm like caves randomly generated. They will have fingers of ore you can find and mine out as you explore them. They might replace the current mining system too.


    Lockpicking [COLOR="#FF0000"](Delayed)[/COLOR]
    * Allow players to pick locks to unlock doors, safes, etc.


    Blueprint Feature [COLOR="#FF0000"](Delayed)[/COLOR]
    *Build pre-designed structures using a blueprint
    *Build block by block through upgrading
    *Eventual workshop support for sharing


    * Bread Crumb System [COLOR="#FF0000"](Delayed)[/COLOR]


    * Replace Stag [COLOR="#FF0000"](Delayed)[/COLOR]


    * Behemoth [COLOR="#FF0000"](Delayed)[/COLOR]


    * Flamethrower Trap [color="#ff0000"](Delayed)[/color]


    * Replace Pig [color="#ff0000"](Delayed)[/color]

    [COLOR="#FF0000"]IMPORTANT NOTE: Alpha 16 began development on October 6th, 2016.
    Experimental Release is estimated to be in Early June with the stable general release approximately 2-3 weeks afterwards. [/COLOR]
    Hey everyone, Its time to talk about A16. We will add to this list as we go, this is just some stuff I'm personally pretty sure we can accomplish.
    Spawn and AI improvements
    * Create new volume based Sleeper system and sleeper helper points [COLOR="#008000"](confirmed for A16)[/COLOR]
    * Bloodmoon, Dynamic and Sleeper spawns all use partying and dynamic difficulty game stages [COLOR="#008000"](confirmed for A16)[/COLOR]
    * Player stealth improvements [COLOR="#008000"](confirmed for A16)[/COLOR]
    Electricity
    * Craft generators, solar panels, or use battery banks to power electric devices [COLOR="#008000"](confirmed for A16)[/COLOR]
    * New powered traps that chop zombies, burn them, and more [COLOR="#008000"](confirmed for A16)[/COLOR]
    * Run wire from power sources to switches, relays, pressure plates, and appliances [COLOR="#008000"](confirmed for A16)[/COLOR]
    * New wire tool will attach and cut wire [COLOR="#008000"](confirmed for A16)[/COLOR]
    Blocks and Building
    *Jail Cell door [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Iron Bar block with outside, center, and inside edge rotations [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Outside corner stairs [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Unified block system which allows for 24 rotations and texture alignment between blocks [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Painting tool that will allow for multiple textures and colors for greater building variety [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Bulletproof Glass [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Rain Gutters [COLOR="#008000"](confirmed for A16)[/COLOR]
    *3d Ladders [COLOR="#008000"](confirmed for A16)[/COLOR]
    Items, Traps, Weapons
    *Spinning Blade trap [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Arrow trap [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Molotov Cocktail [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Compound Bow [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Auto Turrets [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Electrified Fences [COLOR="#008000"](confirmed for A16)[/COLOR]
    More Character options.
    *New beards [COLOR="#008000"](confirmed for A16)[/COLOR]
    *More hair styles [COLOR="#008000"](confirmed for A16)[/COLOR]
    *New clothing [COLOR="#008000"](confirmed for A16)[/COLOR]

    New and redone animals:

    *Replace bears [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Replace hornet with zombie vulture [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Add snakes to desert and plains [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Add wolves to appropriate areas. [color="#008000"](confirmed for A16)[/color]
    *Add dire wolves to appropriate areas [color="#008000"](confirmed for A16)[/color]
    *Improved fur for animals with fur [color="#008000"](confirmed for A16)[/color]
    Improved crops
    *Potatoes and other 2d card crops need real 3d versions [COLOR="#FF8C00"](Might be post launch A16)[/COLOR]
    Game Controls Improvements
    *100% Gamepad controller support [COLOR="#008000"](confirmed for A16)[/COLOR]
    *In Menu Hotkeys for scrap, wear, drop, craft, etc. [COLOR="#008000"](confirmed for A16)[/COLOR]
    Redo main menu
    *Replace old legacy menu with an updated smoother flowing one. [COLOR="#FF8C00"](Might be post launch A16)[/COLOR]
    *Clean up old options [COLOR="#FF8C00"](Might be post launch A16)[/COLOR]
    *Add new dead is dead mode [COLOR="#FF8C00"](Might be post launch A16)[/COLOR]
    *Add Zombies run during the day and walk at night option [COLOR="#FF8C00"](Might be post launch A16)[/COLOR]
    New zombies
    *Fat Hawaiian Shirt zombie is back [COLOR="#008000"](Confirmed for A16)[/COLOR]
    *Feral versions of every zombie that have more hp, hit harder, and run during the day [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Radioactive zombies that heal over time [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Various UMA zombies coverted to handmade [COLOR="#008000"](confirmed for A16)[/COLOR]
    World Generation
    *Distant Terrain 2.0 featuring distant POI's [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Socket System for POI's and cities that mesh more naturally with the terrain [COLOR="#008000"](confirmed for A16)[/COLOR]
    *City districts for more organic city layouts with industrial, commercial, and residential zoning [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Enhanced world previewer using the new LOD models of POI's [COLOR="#008000"](confirmed for A16)[/COLOR]

    Neues zur Alpha 16 von 7 Days to Die, Madmole hat wieder ein paar Informationen durchsickern lassen.
    Vor ziemlich genau 12 stunden hat sich unser aller Freund Madmole zu Wort gemeldet, im Forum hat er folgende Meldung verlauten lassen!


    Zitat

    Hey guys I’m not sure if Gazz or anyone has been keeping you up to date but we reached „soft content lock“ last Friday. By that it means the level designers are adding some polish and sleepers to the new prefabs, but that is very low risk work and all the programmers are slamming through their bugs. I will crank out probably one last preview video and probably do a lets play or two. When is it coming to experimental? When its done, but we are close and I can say this is the biggest most ambitious alpha we’ve ever done by far and you won’t be disappointed.


    Laut der Meldung wurde der „Soft Content Lock“ erreicht, weiterhin spricht Madmole davon, dass im Moment Bugs beseitigt werden. Es wird noch ein oder zwei Gameplay Videos von ihm geben aber im Großen und Ganzen scheint die Alpha 16 von 7 Days to Die weit fortgeschritten zu sein. Durch seine Worte „Wir sind nah dran“, erhoffen wir das die experimentelle Version der Alpha 16, die seiner Meinung nach bisher die größte Alpha in der Geschichte 7 Days ist, bald erscheint! Madmole verspricht außerdem, dass wir nicht enttäuscht sein werden, nach den bisher bereits bekannten Features, dürfte es schwer werden, ein enttäuschtes Gesicht aufzusetzen.


    Wir sind selbst schon total neugierig was die Alpha 16 nun zu guter letzt mitbringt! Persönlich freue ich mich sehr auf einen alten bekannten, den Hawaii-Hemd-Zombie.


    Quelle

    Hi ho,
    Mir wurde aufgetrage mich kurz vorzustellen.... naja viele kennen mich aber hier noch mal meine daten.


    Name : Thomas
    Alter : 29
    Aktive spiel : Bf1,Bf4,7daytoday,Diablo3(Hardcore),HOS,
    Wohnhaft : Bremen


    wen jemand fragen bezüglich 7daytoday hat bin ich für fragen und anworten gern zu haben. :P


    Ansonsten "have a nice Day" leute!


    mfg Rantos aka Thomas

    Hey everyone, A16 involved some major features that took more time than we originally planned. Electricity, sleepers, block overhaul, and socket cities were all major changes that took a lot of time to implement. Therefore, the following features won't be in A16 but they will be coming in the future.




    Zip Line system [COLOR="#FF0000"](Delayed)[/COLOR]
    * Attach zip lines and use them for quick escape routes or safe passage down treacherous mountains, Cross rivers and gorges!


    Shape selector interface for building blocks [COLOR="#FF0000"](Delayed)[/COLOR]


    New unified perlin worm cave system [COLOR="#FF0000"](Delayed)[/COLOR]
    Caves in RWG and Navezgane will be ruled by one system. There will be worm like caves randomly generated. They will have fingers of ore you can find and mine out as you explore them. They might replace the current mining system too.


    Lockpicking [COLOR="#FF0000"](Delayed)[/COLOR]
    * Allow players to pick locks to unlock doors, safes, etc.


    Blueprint Feature [COLOR="#FF0000"](Delayed)[/COLOR]
    *Build pre-designed structures using a blueprint
    *Build block by block through upgrading
    *Eventual workshop support for sharing


    * Bread Crumb System [COLOR="#FF0000"](Delayed)[/COLOR]


    * Replace Stag [COLOR="#FF0000"](Delayed)[/COLOR]


    * Behemoth [COLOR="#FF0000"](Delayed)[/COLOR]


    Das sind Orginal Post von dem "Fun Pimp Staff Madmole" B)
    Quelle

    [COLOR="#FF0000"]IMPORTANT NOTE: Alpha 16 began development on October 6th, 2016.[/COLOR]


    Hey everyone, Its time to talk about A16. We will add to this list as we go, this is just some stuff I'm personally pretty sure we can accomplish.


    Spawn and AI improvements
    * Create new volume based Sleeper system and sleeper helper points [COLOR="#008000"](confirmed for A16)[/COLOR]
    * Bloodmoon, Dynamic and Sleeper spawns all use partying and dynamic difficulty game stages [COLOR="#008000"](confirmed for A16)[/COLOR]
    * Player stealth improvements [COLOR="#008000"](confirmed for A16)[/COLOR]


    Electricity
    * Craft generators, solar panels, or use battery banks to power electric devices [COLOR="#008000"](confirmed for A16)[/COLOR]
    * New powered traps that chop zombies, burn them, and more [COLOR="#008000"](confirmed for A16)[/COLOR]
    * Run wire from power sources to switches, relays, pressure plates, and appliances [COLOR="#008000"](confirmed for A16)[/COLOR]
    * New wire tool will attach and cut wire [COLOR="#008000"](confirmed for A16)[/COLOR]


    Blocks and Building
    *Jail Cell door [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Iron Bar block with outside, center, and inside edge rotations [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Outside corner stairs [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Unified block system which allows for 24 rotations and texture alignment between blocks [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Painting tool that will allow for multiple textures and colors for greater building variety [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Bulletproof Glass [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Rain Gutters [COLOR="#008000"](confirmed for A16)[/COLOR]
    *3d Ladders [COLOR="#008000"](confirmed for A16)[/COLOR]


    Items, Traps, Weapons
    *Flame Thrower trap [COLOR="#FF8C00"](might slip to A17)[/COLOR]
    *Spinning Blade trap [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Arrow trap [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Molotov Cocktail [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Bow Progression [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Auto Turrets [COLOR="#008000"](confirmed for A16)[/COLOR]


    More Character options.
    *New beards [COLOR="#008000"](confirmed for A16)[/COLOR]
    *More hair styles [COLOR="#008000"](confirmed for A16)[/COLOR]
    *New clothing [COLOR="#008000"](confirmed for A16)[/COLOR]

    New and redone animals:

    *Replace bears [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Replace Pig [COLOR="#FF8C00"](might slip to A17)[/COLOR]
    *Replace hornet with zombie vulture [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Add snakes to desert and plains [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Add wolves to appropriate areas. [color="#008000"](confirmed for A16)[/color]


    Improved crops
    *Potatoes and other 2d card crops need real 3d versions [COLOR="#FF8C00"](might slip to A17)[/COLOR]


    Game Controls Improvements
    *100% Gamepad controller support [COLOR="#008000"](confirmed for A16)[/COLOR]
    *In Menu Hotkeys for scrap, wear, drop, craft, etc. [COLOR="#008000"](confirmed for A16)[/COLOR]


    Redo main menu
    *Replace old legacy menu with an updated smoother flowing one. [COLOR="#FF8C00"](might slip to A17)[/COLOR]
    *Clean up old options [COLOR="#FF8C00"](might slip to A17)[/COLOR]
    *Add new dead is dead mode [COLOR="#FF8C00"](might slip to A17)[/COLOR]
    *Add Zombies run during the day and walk at night option [COLOR="#FF8C00"](might slip to A17)[/COLOR]


    New zombies
    *Fat Hawaiian Shirt zombie is back [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Feral versions of every zombie that have more hp, hit harder, and run during the day [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Radioactive zombies that heal over time [COLOR="#FF8C00"](might slip to A17)[/COLOR]
    *Various UMA zombies coverted to handmade [COLOR="#008000"](confirmed for A16)[/COLOR]


    World Generation
    *Distant Terrain 2.0 featuring distant POI's [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Socket System for POI's and cities that mesh more naturally with the terrain [COLOR="#008000"](confirmed for A16)[/COLOR]
    *City districts for more organic city layouts with industrial, commercial, and residential zoning [COLOR="#008000"](confirmed for A16)[/COLOR]
    *Enhanced world previewer using the new LOD models of POI's [COLOR="#008000"](confirmed for A16)[/COLOR]

    Solte jeder wissen. Damit hat sich auch die ständige Diskusion erledigt Ob große kiste oder kleines pack. Bye the way . Beim Support ist es ganz so nur das man durch die kleinen packs Granaten/Panzerbüchsen Mun/Dynamit/Minen/Mörser etc innerhalbt kürzester zeit bekommt. Panzerbüchse/Dynamit/Minen/granaten "Fast sofort!".


    mGekchqOBC0