[0R2] 7 days to die new zombie models

( Updated : October 23, 2021 )

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News | 7 Days to Die | The Survival Horde Crafting Game
Farewell to a Mentor Version history
'7 Days to Die' a Steam all time top seller has sold over 12 Updated various zombie characters and player arms with new models. Updates, events, and news from the developers of 7 Days to Die. The Fun Pimps are taking a long-needed development break through New Year's. Alpha 20 is around the corner so I made a preview of some of the new Alpha 20 things to come. If you want to see more here are the 7dtd. If you edit this article, please do not add rumors or unconfirmed features. Please DO add a source ("url"), preferably official. edit the patch.

Released on May 28, [1]. Released on March 10, [2]. Released on December 21, [3]. Released on October 20, [4]. Released on September 22, [5]. Released on June 25, [6]. Released on March 4, [7]. Released on January 23, [8]. Released on December 4, [9]. Released on November 12, [10]. Released on October 2, [11]. Released on May 30, [12]. Released on May 5, [13]. Released on February 27, [14]. Released on January 18, [15]. Released on December 22, [16]. Experimental build. The system creates models of locations above a certain mass and height. Too many to mention. We have added over 30 new locations to the game including:. These items are gated by perks, loot found and trader only items you can buy. They include:. Here they are:. In Alpha 15 we experimented with UMA procedural zombies but they ended up not looking as good as traditionally modeled zombies, and they did not perform as well either so we decided to replace the new UMA zombies with traditionally designed ones. The following have been remodeled and redesigned by hand from scratch resulting in scarier hordes and better performance. Along with adding new animals and reworking some of the old ones we have added a new fur system. All furry animals now utilize our new fur system which renders a furry coat of realistic looking fur on top of the texture. Here are the new or improved additions:. Use a paint brush and paint to give your base a custom look. Focus on any paintable block and use the secondary action to paint a surface and the primary action to erase the paint from a surface. Hold the reload key to see additional painting features and change the desired paint color. Unlock additional paint groups by finding and reading painting books. Many new textures have been added to use for painting. There are many Radial paint options some of which are only available in cheat or creative mode. Radial Options include:. The controls are not definable but are the same as the console version defaults. They even have custom button icon prompts that display when using a controller. We have added new block shapes for the creative builders to use and improved the placement mechanics. Here are a few of the many highlights. Minibikes now show an icon on the map and compass for the person who placed the chassis or attached the lock to it to avoid losing them in the wild. Alpha A new journal tip system has been added to the main in game menu signified by a pen icon. The system writes all old tips and has over 20 new conditionally based in-game tips that pop out with a right screen notification. Players can at their leisure read these tips on advanced gameplay system teaching players everything from gun assembly when finding their first gun to harvesting with the best tool after killing their first animal. Traders announce over loudspeakers when they are open, closed and about to close. When they close they lock their gate and turn off their open sign. When they open they unlock their gate and turn on their open sign. The in-game economy uses Duke coins and players can see how many they have in the upper right corner of their backpack. Traders will restock items periodically so check back often. They also have a secret stash category signified by a safe icon which offers special items based on your level and perks. Some items can only be bought or sold in bundles. Traders are open for business between dawn and dusk. Invest in the Barter skill and Secret the Stash perk to get better deals and see better items with traders. All vending Machines use Duke Coins which can be found in the world or acquired through selling items to Traders. You can see how much money you have in the upper right of your inventory. Note rented or player owned vending machines can be password shared if you want to let a friend use all of your vending machines functions. We have added a partying system that groups players together into parties of one or more players within a minimum distance. These parties will now each get their own blood moon horde. We have also added a Blood moon horde dynamic difficulty system. These things work together to output a game stage number or dynamic difficulty number for each party. Higher game stage numbers have harder enemies F. Game stage 10 might only have base female and crawler zombies while game stage 20 might spawn those plus Dogs and Feral Zombies. Higher game stages will also have higher spawn limits meaning more total spawned not more alive at once to keep the games framerate consistent. The plan is to use the dynamic difficulty system for static spawned and screamer hordes in A Trees require regular dirt to grow to full size. Growing them in a desert or snow biome is less efficient. While some critical recipes can still be crafted with a beaker on a campfire, crafting them in a chemistry station is faster and requires fewer resources. Advanced recipes are limited to the chemistry station. Recipe searches now show recipes that can only be made at any station signified by a special icon on the right of the recipe bar. This allows players to find and learn about recipes they cannot make at their current station or backpack. Players can craft, place and add custom text on small medium and large signs made of wood. We now support 4 languages English, Spanish, French and German which can be set through your steam language selection Tab. Note: Some new or rectly changed text will only appear in English which will be updated in future releases. We have random underground mineral veins where you can find all the old ores plus new rare mineral deposits which can yield Diamonds, Gold, and Silver. These minerals can be sold at the Trader Stations. We added a new combine items feature to the workbench where players can combine 2 similar items to produce one of better quality. We have also moved some advanced recipes exclusively to the workbench. Workbenches have been added to some locations like trader settlements and other areas. Workbenches can also be disassembled with a wrench. We added a new backpack and loot container sorting system. Just click on the icon of your backpack and container and items will stack and sort properly. Note: Some recipes can only be crafted at the new Chemistry Station or improved Workbench and some are only unlocked by purchasing a related perk. You can use it to see what a seed may look like including:. You can click the refresh button to see the current preview which reloads the most recent saved version of the rgmixer. Note: It can take a little while to appear depending on your pc and the preview size. Once the preview appears the controls include:. Note: We have plans to improve and augment the controls and features of the this and add other modding tools in future updates. Random Gen World — Random Gen has also gotten improvements with more terrain variation, smaller biomes, better and more logical biome distribution, the return of the old cave systems, better rural hubs, and lakes! Along with this has come balance, tuning and improvements to how you gain skill. Skills are gained faster now in the early game. Here are some more details on skills. Quests — A basic survival quest has been added along with radiant treasure quests where you dig for treasure and repeatable quest challenge notes that give you skill points and other rewards for completing. Treasure and Challenge quests can be obtained from loot. This is just the beginning folks we have big plans for more. Our Characters have never looked so good. Animations — Much work has gone into improving the animation themselves and the animation systems including a new fast holstering, a new weapon fov cam system and many animation bug fixes. GUI — The look, scale, font size and font clarity of all in-game UI screens have been improved along with hundreds of new localization entries for item, blocks, stats and buffs. All craftable and lootable items should have helpful descriptions now. All item, buff, skills and recipe descriptions and stats are more organized and useful. Look for 7 Days in other languages in our next big update. NOTE : This patch has some major reworked random generation code play old A13 saved games at your own risk. Merry Christmas to you all! NOTE : We are optimistic about our early reports of better performance, less memory and smoother play but longer testing is needed. NOTE : We have some performance improvements but still have some things we can make better stay tuned. Blasting holes near the surface, or shoreline, of a lake will still cause some performance loss but much less than before and will NOT flatten out the entire lake, keeping performance light. NOTE : we are working on the mysterious bad framerate and high ram usage being reported on servers only and have some un-tested fixes in the works stay tuned. We used a new loading function in the first set of builds and it causes the program to crash on many Mac systems. We have not tested this on Linux because the systems we have loaded the first set on worked fine. If you are on Linux and are still having issues, please let me know in this thread. We reverted to the old I highly doubt it, but just covering the bases here gents. Please go ahead and download it and get back into the game! Happy New Year Survivalists, We fixed a problem where some mesh instances were set improperly to static resulting in framerate loss and lag. From our testing this fix has improved framerate for everyone. Hey Survivalists, We fixed a bug where some users were wrongfully kicked and could not rejoin without a server restart. This is a client and dedi fix. New Systems Guide Alpha 7. Here is a little more information on how these systems work. Upgradable and Downgradable blocks. From there you can invite players on the server to friend, see invites, accept invites and remove friends. Friends have advantages like sharing buildable areas, seeing each other player icons and turning on friendly fire if these options are set on the server. Locking Doors and Chests Players who craft doors can lock them, unlock them and set passwords which can be shared with other players. Note the player who owns the door or chest never has to unlock it or enter a code to open the door. Friends who know the password only have to enter it once. Food Scavengeable food items. Main Page All Pages. Wiki Content. Explore Wikis Community Central. Register Don't have an account? Version history. Edit source History Talk 5. Apply your gamestage here: Current game stage: 1. Categories 7 Days to Die Add category. Cancel Save. Fan Feed 1 Perks 2 Farming 3 Traders. Universal Conquest Wiki. Alpha 17 Experimental [ ]. Developers Diary with feature list. Changed Terrain generation rules to not generate so many jagged peaks in rwgmixer. The issue where minibikes and the power. Businessman Zombie when killed can have his head dislocated when falls backwards into a corner or against a wall Vultures and Chickens artifact when rag doll rolling down a slope Pushing back LOD2 swap distance on vault doors. Concrete drys too indifferent Forge craft halting when output is full is broken. Players can kill chunk generation Griefing Shotgun turret goes out of sync Zombies rotate on ground again Lowered radius of dart trap firing sounds. Farming of crops other than yucca and hops affects performance Precipitation and cold temp going through windows, glass blocks, doors, and hatchesExcessive use of trigger plates may cause servers to lag during hordes. Gore block dupe Turrets echo sounds for clients Request to community: Blackscreen of death — still looking for savegames and outputlogs Sleeper spawning issues continue — we fixed the issue for wrongfully triggering new spawns, if you find more, please send us repro and video Creating Player hang issue — we found a fix that took care of our repro, if you still encounter it, please provide savegame, repro and outputlogs. Player ID text is blurry. Waypoint search limited to active page. Allow scrolling through waypoint pages. Recipes aren't updating "live", ie missing last item and then gaining it. Disappearing POI's 32 bit client crashes on RWG creation Ram usage may be too high , Alloc Zombies bounce off trader's outer walls or are being teleported upon approaching them Game Unsticks player to the surface when underground Minibike location icon will not show if missing the padlock Insta health on medkit not applied when healing others Not all drinks extinguish all kinds of fire buffs Direwolf can still clip into player Weathersurvival off does not deactivate on leaving a game Players are unable to pick up small stones, plays land claim sound Feral Radiated Spider has wrong limb damage and animation rules Block ID will suck player up into it Fixed not being able to bind mouse scroll wheel Blade traps not doing damage properly when placed on a wall You can not shoot through security gates Vultures fall through the world when killed high in the sky. Changed All storage crate signs look more worn out and match Added some debug log for the stuck on creating player issue Fixed NRE picking up unconnected switches. Alpha 16 Experimental B [ ]. Added New HD flagstone texture and replaced old one. Wedge stairs with recipes and upgrade path. 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. 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 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 b 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. 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. Workstations with remaining fuel burn time can't be turned on again. Wrong description on crafted spotlights. Some sinks drop the wrong loot. 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. 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 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. 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 b It is still faster than A 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. 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 hours per day and it can never rain outside those hours except on 7th days. Wet concrete support Items 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. 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. Controller isn't allowing minibike to drive straight forward. Block 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. Too many Airdrop crates spawning and crates spawning underground Road Issues 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. 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. 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. Aggressive animals violating safe zone. Boar Head Hitbox not working 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 Pink Water Important Server Config Info There are new options in the server cfg that need to be added for Blood Moon Enemy. Changed Skill screen allows purchase of multiple skills at once. Skill screen now shows -- for cost of maxed out skills. 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. Flagstone has been fleshed out with new shapes. Increased player outgoing damage on higher difficulty levels. On "Insane" it is now x0. Gamestage increases much faster on higher difficulty levels making zombies big, bad, and bountiful. 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. 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. 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. Toolbar interaction possible with in-game menu open. 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. Bad grammar on the Trigger Delay and Duration journal. Craftable items missing descriptions. 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 same as Supply crates now float above water. Falling through the world on dedi. Compound bow preview window is incorrect. Made all actions rebindable. Bulletproof Glass has Concrete particles. Count has too many vertices! Reverted to an alpha cutout frame on a cube instead of a 3d cube. We have added over 30 new locations to the game including: 4 new skyscrapers have been added to the game. Every location has unique spawning appropriate to the location or the area within a location. The game will challenge you regardless of your level. Zombies will spawn in different locations within a pois every play through for a new experience every time. Zombies at locations are persistent meaning if you entered an area killed 1 of 5 guys and returned you would find the same 4 games alive. Zombies will respawn in their volume if the volume has never been cleared or nobody has visited it in 5 days Sleeper zombies have a chance to be a decoy meaning they are already dead. We added this so we could remove the old corpse loot block. Note: you have to damage them first before you can loot them. It defaults to 8 but can be set to 4, 8, 12, 16, 32 and 64 or any number for server admins. Game-stages are still determined by your party. They include: Wire Tool — Use a wire tool to wire electrical components. Focus on any electrical component and use the secondary action to add a wire to a parent and once again to complete the connection to a child component. Focus on any electrical component and use the primary action to remove or cut that components wire to its parent component. With the wire tool equipped you can see many useful things including: a components power usage and power status, the flow of power from parent to its child component and the aiming of objects with motion sensing. Generator Bank — The Generator Bank allows you to power your electrical components. It requires at least one small engine, expandable up to six. The maximum energy output is determined by the number of small engines installed and their quality. The generator bank uses gas for fuel which can be found in loot and purchased at traders or crafted at chemical stations and campfires. Solar Bank — The Solar Bank allows you to power your electrical components. It requires at least one solar cell, expandable up to six. The maximum energy output is determined by the number of solar cells installed and their quality. Solar banks produce power during the day when in direct sunlight. Solar Banks and cells can be purchased from traders or found in rare loot. Battery Bank — The Battery Bank allows you to power your electrical components. It requires at least one battery, expandable up to six. The maximum energy output is determined by the number of batteries installed and their quality. An externally powered and turned on Battery Bank will recharge its batteries. If there are no batteries installed it acts as a relay pushing power down line. Electric Wire Relay — The Electric wire relay allows extending your electrical network further with a small cost to power. Switch — The Switch allows pausing the flow of power to children components. Pressure Plate — The Pressure Plate triggers the flow of power to children components when stepped on. Motion Sensor — The Motion Sensor triggers the flow of power to children components when a player or zed is in its view. Trip Wire Post — The Trip Wire Post triggers the flow of power to children components when a player or zed moves between two connected posts. Electric Timer Relay — The Electric Timer Relays allows the flow of power to children components during a specified time period in 30 minute increments. Blade Trap — The Blade trap has three spinning blades that chops players and zeds alike. It does not discriminate. Dart Trap — The Dart trap launches metal darts when powered. Auto Turret — The Auto Turret senses targets in its view and fires 9mm rounds at them. Shotgun Turret — The Shotgun Turret senses targets in its view and fires shotgun shells at them. Speaker — The speaker plays an alarm sound when powered. Lights — There are many lights that the player can now craft to illuminate their forts. Spotlight — The player crafted Spotlight has changed to require power but can now be aimed be where light is needed. No more square cities. Socket hub township type is decided by placed residential buildings using a scoring system New socket streets to go with socket hubs New socket street generation formula controllable via rwgmixer. Stone in the top soil of plains biomes has been replaced by gravel Individual particle spawners tree stumps have been replaced by a biome particle manager so there is no random and possibly extremely high concentration of particle generators Spawning of animals in all biomes has been reworked. Darkened snow biome sun light a little to reduce whiteout. You can find small patches of fertilised soil in burnt forest biomes. You can harvest coal from ember piles and burnt trees. Surface potassium nitrate in the snow biome is now replaced with oil shale and coal. Nitrate, oil shale and coal can be found on the surface in the burnt forest. Added dead trees to the plains. Here they are: Business man zombie — Often found in corporate locations like the new skyscrapers, these zombies are all about the business of eating you alive. They typically carry cash and paper. Prior to his permanent vacation to the afterlife he was hoarding canned food. Perhaps that is why he was caught and turned into a flesh eater. New feral zombies — Every zombie in the game now comes with its feral counterpart. Feral zombies always run and have glow in the dark yellow eyes, are much harder to kill and do more damage. They glow with radiation making them unmistakable! Reworked Enemies In Alpha 15 we experimented with UMA procedural zombies but they ended up not looking as good as traditionally modeled zombies, and they did not perform as well either so we decided to replace the new UMA zombies with traditionally designed ones. Animals Along with adding new animals and reworking some of the old ones we have added a new fur system. Here are the new or improved additions: Grizzly bear — The grizzly bear has been redone from scratch with new meshes, textures and animations. They like to habitat in the green forests and snow biomes. Zombie bears — The zombie bear has been remodeled from the ground up and is meaner than ever. They are only found in the wasteland and burnt forests. Wolves — Grey Wolves are a brand new threat to 7 Days. Like the bear, they attack if you get too close to them, and do more damage than zombie dogs but they give up easier. Wolves are found in the green forests, snow biomes and plains. Dire Wolves — Black with glowing eyes, this wolf is much larger than the grey wolf and is to be feared as they are much more aggressive than any predator. They rarely spawn in the forests and snow biomes, but can roam in packs. Zombie Vultures — The undead have taken to the skies! These nearly relentless pesky birds stalk the player from the skies and attack without warning. They are common in all biomes except the green forests. Rattlesnakes — Rattlesnakes are fairly defensive reptiles but will strike and defend their territory if you get too close to them. Painting Use a paint brush and paint to give your base a custom look. Radial Options include: Materials — When this icon is selected the paint selection menu is displayed. Here you can select the paint you want, search for paints, see how much paint per face they cost and see what paints you have unlocked. Paintbrush — When this icon is selected the primary action erases a painted block face and secondary action paints a block face. Roller Icon — Paint or erase a larger area of faces. Spray-gun — Paint or erase the massive area of faces. All-sides — Paints all sides of a block face. Texture Picker — When this icon is selected the paintbrush will be set to the paint that the cursor is focused on if it is unlocked. Copy Block — Select this icon while focusing on the desired block to copy a stack of painted blocks to your belt. Replace — Select this icon and the next face you paint in a location will be globally replaced within that location. Experience, Progression and Skill Changes Many improvements and changes have gone into the skill system for Alpha 16, including: You can scroll through all levels of a skill or perk and find out what you will get from it. You will get less experience for killing zombies but there are a lot more zombies in the world now. In some cases over in a single POI. You will gain XP from harvesting and farming and better tools or perks can increase that. Crafting skills are now perks with 10 buy-able levels. Higher levels of crafting perks require a certain player level. Armor crafting skills merged into one skill. A simple bandana is Misc Crafting. Low crafting skill tiers yield great benefits for repair degradation. Picking up some of the basics enables you to repair items efficiently. At max crafting skill you have trivial repair degradation. Electricity recipes are unlocked with a series of Science-based perks. Both the cost and effect of perks increase at higher tiers so that buying a perk tier gets you an increase proportional to the cost. Crafting firearm ammo requires an anvil and workstation, not calipers. Bullet tips and similar materials do not require a perk. The tutorial quest gives you enough skill points to actually buy a perk. The bedroll newbie quest is 1 instead of 7 in the quest chain. Bad Mechanic perk to increase construction wrench harvest amount Ability to page through skill levels to see attributes and requirements for any skill level Science and Painting skill categories Upgrading farmland with fertilizer provides XP. Repairing or upgrading a block now gives XP based on materials used multiplied by their count Harvesting a block now gives xp based on item materials gained Planting crops gives block material exp Crafting skills are now buy-only. At max crafting skill you have zero repair degradation The Secret Stash perk is the only way to see the highest trader stash level. This also includes updated windows as well as keyboard hotkeys for actions on items. New Recipes There are new recipes for building blocks, traps, electric devices and resources. Paint magazines to unlock paint groups for the paint brush. Said paint brush. Compound bow, which is more accurate than a wooden bow or crossbow and fires faster than a crossbow. New Creative Block Shapes We have added new block shapes for the creative builders to use and improved the placement mechanics. Frame blocks show proper backfaces which makes them easier to place correctly Damaged concrete and wood blocks Both centered and non-centered iron bars. All place-able blocks now have radial options to improve placement including: Simple Rotation — rotates the basic 4 on the ground plane Advanced Rotation — rotates all rotations On Face — Rotates on the face your cursor is focused on Auto — rotates away from you automatically. This tag is only on some blocks like ramps and stairs Copy Rotation — Copies the rotation your focused on to the stack your holding. Our general block placement colors have been changed to following: Green inside your claim, Yellow inside your friends claim, White everywhere else, Red cannot place block. Made block placement glow grid double sided so you can see it from underneath too You can pickup and move electrical components and work stations inside your claim. Electrical Items outside of your claim can be cut and wired by strangers New Stealth System Stealth 2. Things that affect how a player is detected: Player Light Level world lighting and equipped items Player Stance Standing or Crouched Player Motion Noise Smell carrying fresh meat is not ideal for sneaking around zombies Distance Zombies have varying stats both for the zombie type and individuals. Some see better than others, some hear better than others, some smell be… actually they all smell bad but you get the idea. Which way a sleeping zombie is looking does matter. If you clear an area completely it will take several days to respawn. Placed active bedrolls prevent sleeper respawns in a… range …now defined in serverconfig. Then come gun lights, flashlights, and the mining helmet is the most noticeable. New Weapons and Weapon Improvements Molotov cocktail craftable by player. Be the life of the party and light zombies and players on fire. Player recipe included. Compound bow with parts and loot list entries. Required to use steel and flaming arrows. Loot only. Pistol, Mp5 and Ak47 have reworked iron sights for more accurate aiming, and have new fire sounds. All weapons have an aim in and aim out sound now too. Added local impact sounds for distant shots scored. This allows you to know when you scored a distant hit. Improved bow, crossbow aim and iron sighting no longer shows crosshair. Compound bow has range sights. All weapons have hip fire accuracy now. Hip fire is less accurate than iron sights. Accuracy overhaul for all ranged weapons. Minibike Improvements Minibikes now show an icon on the map and compass for the person who placed the chassis or attached the lock to it to avoid losing them in the wild. How minibike parts are processed, decreasing processing time from 2ms to 0. Workstation journal entries: added info on items having to be in your inventory Broken workstation blocks for prefabs that can be looted or harvested for parts. Helper blocks to randomly spawn a working or busted workstation. New round ladder model for metal ladders. Bookstore boxes to bookstores, lab boxes to pharmacies and auto parts boxes to auto locations. Adjusted spectrums, added sparse pine trees. Traders carry more guns and ammo. Dead zombie ragdolls last longer and have more hit points to destroy. When destroyed they downgrade to a block zombie corpse. The block zombie corpse will degrade to nothing over time instead of a rib cage. If the block zombie corpse has loot in it and is destroyed, it will spawn a rib cage model that contains the loot instead of a backpack. Desaturated the plains sun a little, darkened the ground texture and grass. Increased zombie dog health, they are too easy to kill now that the glitchy spinning is fixed and nerfed wolf health Updated forest biome art Updated sand texture Farming: Partially grown crops can be harvested for 1 seed. Two large campsites are now army campsites You can no longer invest skill points in the Misc Crafting skill Overalls are now made from cloth Slowed player leveling. Some wood harvest amounts reduced and fuel value increased Increased hit points of valuable workstations so they are not destroyed accidentally. Cooking stews is more expensive but more rewarding. Healing from eating food has been reduced in general. You start with a claim stone in single player because it now enables the pick-up ability for certain blocks. Updated the abandoned houses to use a variety of siding and roofing textures Increased the cost of claim stones All trader locations now have a working version of every station workbench, forge, chemistry station and cement mixer. All non trader locations stations have been replaced with a random station spawner where they have a small chance to be a good station and a greater chance to be a broken station which can be looted and harvested for parts. Workstations can no longer be fully harvested with a wrench. Inside of a land claim area you can pick up workstations placed by a player. Gave banks the new bullet proof glass. Increased hit points of valuable workstations so they are not destroyed accidentally. Distant terrain with holes in Navezgane Raider hair overlay Removed deprecated properties from sounds. Vehicle data saving on clients Localization not working when game is not installed in Steam client zombie transition from walk to idle and vise versa not smooth Add zombies killed by playerdeath back to the pool Marker not showing for clients when first placing minibike Unmanned minibike triggers tripwire Red paint showing on distant lod damaged cars Secret Stash does not require Barter skill Typo in cotton description, form should be from un-needed railings in oil refinery change color placement to red if the player blocks it Decoration Replacing Light Pole Base in Nav a tp 61 Fixed: Added burnt biome reference to the farming journal entry. When hitting apply in the graphics options it should not overwrite your ini settings unless you specifically set those settings, or change Graphics Quality, in the graphics options menu. The default graphics options have been adjusted for better general performance. The BiomeParticleManager syncs all clients together and the particle effects are saved and loaded per game. Including zombies spawned from biomes, screamer hordes, blood moon hordes and even sleeper volumes that are within this distance. Advanced rotations of doors and hatches are offset incorrectly. Mac OS has a rendering overlay bug. Mac OS distance building render too dark. Linux OS distant water has missing texture. If none of these help use the PC Bugs Forum Section and post your problems, make sure to read the sticky thread about bug reporting first though! Now has a better falloff range. Smooth melting snow between biomes, SSAO between fog ranges, and smoothed fog shader updates. Switch to 7DTD shader for workbench, chem station, and vending machines with update lighting added so AO, weather, and fog work on them. Gravel paths to ore veins do not show in the snow biome. Traders sell wrench and claw hammer schematics You can place a block inside a corn plant, overwriting it You can plant a crop seed on top of the one you just planted, wasting it Beer sign is missing economic value Known Issues Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed Some rare duping methods still exist. Alpha 15 [ ]. Navezgane world updates New Distant Terrain feature renders terrain over 1 kilometer away. Terrain generation is now in rwgmixer. All new locations spawn except for the football stadium, canyon gift shop and canyon cliff dwellings. We added a Random Gen Wolrd Previewer tool see the modding section below for more details. Journal Tip System A new journal tip system has been added to the main in game menu signified by a pen icon. Blood Moon Horde Party System We have added a partying system that groups players together into parties of one or more players within a minimum distance. Station Searching Recipe searches now show recipes that can only be made at any station signified by a special icon on the right of the recipe bar. Notable loot includes hazmat gear and technical supplies Zombie Biker Found at bars. Notable loot includes biker clothing, melee weapons and minibike parts Zombie Stripper Found at bars. Notable loot includes football helmets, Mega Crush energy drink, drugs, treasure maps and challenge quests Motivated Cheerleader Zombie Found at Football Stadiums. Notable loot includes treasure maps and challenge quests Miner Zombie Found at Utility and Factory locations. Notable loot includes mining equipment and dynamite Zombie Cowboy Found at Old West ghost town locations. Notable loot includes cowboy gear, gun parts and complete weapons Zombie Farmer Found near Barns and crops. Notable loot includes tools crops and seeds Skater Punk Zombie Found in general spawns. Notable loot includes hoody, mechanical parts and quest notes. Hungry Female Zombie Found in general spawns. General zombie loot. Walker Male Zombie Found in general spawns. Risen Woman Zombie Found in general spawns. Experience, Progression and Skill Changes The most notable difference is that you now gain level XP when killing zombies and animals. It will always be possible to reach level Weapon and armor skills will now increase faster. Experience from action skills like mining is no longer capped when the skill reaches It may not be much but you will always gain some XP while harvesting resources. With a crafting skill of you can craft Quality Level items. To get higher quality items you can use the combine feature of the workbench or go out and find better items in loot or on traders. Before buying perks you can see which stats are going to be affected and what your base value for that stat currently is. Concrete mix is now only crafted in a cement mixer. You may find cement mixers in the world now. The Steel Smithing perk now has multiple but pricey levels where you can acquire recipes for items that are usually only found and harvested. Sign Creation System Players can craft, place and add custom text on small medium and large signs made of wood. Steam Achievements We have added a ton of Steam achievements some of which are secret. Improved Ore Veins and Mining We have random underground mineral veins where you can find all the old ores plus new rare mineral deposits which can yield Diamonds, Gold, and Silver. Workbench Improvements We added a new combine items feature to the workbench where players can combine 2 similar items to produce one of better quality. Backpack and Container Sorting We added a new backpack and loot container sorting system. We added a new system where ragdoll zombies turn into a lootable corpse approximately 45 seconds after death. Added: UMA texture quality option to video options. Added: Facial piercings item found in loot and on traders. Added: Steel upgrade for log spikes. Added: SystemInfo command to display your current running system info Can be used to check which graphics device was being used, but there is other useful information in there about memory and CPU info Added: Running shoes can be found in loot and nerdy glasses can be found in loot. Changed Changed: Added dtx1 and 5 compression to all atlases as an optimization. Changed: Rockets now require fuel. Changed: Default placement rotations of stairs, corners, etc. Changed: A workbench is required to craft steel tools, and other advanced items. Changed: Clubs in general are very bad at harvesting but the sledgehammer has gotten a lot better at smashing things. Changed: Damage on mining tools adjusted. Changed: Iron ore is not as soft any more. Changed: Auger and chainsaw do not break as quickly and are more competitive overall. Changed: The wrench is a steel tool, repairs faster than the hammer and can disassemble things. Changed: Dirt and snow Changed: to granular drops. Changed: The concrete mixer is made in the workbench but does not require a skill. Changed: Item and block prices, second pass. Changed: All red clothing items to a unified tone Changed: Improved SpawnScouts command Changed: Scaled characters to fit our new skinny weight. Changed: Adjusted a few heights of characters. Changed: Hoe attack rate is much faster, making the hoe much better for clearing grass Changed: All blocks that used cutout moveable are now on the grass atlas, for less draw calls and a performance increase Changed: Updated rope texture for cobblestone frames. Changed: Gain level Exp on skill cap Changed: Beer is now brewed with a brewery station. Beer is no longer another flavor of coffee, it prevents you from being stunned and gives you unlimited stamina for 60 seconds. Changed: Zombies spawn from a sleeping position and stand up Changed: All trees are now defined as multiblocks and support blocks up to likely heights Changed: New stairs and catwalks have recipes, upgrade paths, repair cost, etc. Beware of getting wet in the cold areas. It should cool you off in the desert now though. Changed: Dry temp cutoff based on outside temp not core temp. Changed: More balancing of all explosives. Changed: Ores and boulders drop iron fragments that need to be scrapped or smelted Changed: All basic metal resources have a weight of 1. This means a lot of numbers Changed: so please keep an eye on crafting, harvest or upgrade amounts. The 12 hour timeout will catch the case where people logoff and relog, also this punishes leaving during a horde since the horde starts over when you rejoin. Changed: Avoiding too much memory allocations on dedi: clearing chunk pools when a player disconnectes Changed: Armor skills increase much faster. This should be workable now. Changed: Allow commands to have default permission levels Changed: Following commands can be used by any user by default now: chunkcache, debugweather, getgameprefs, gettime, help, listplayerids, listthreads, memcl, settempunit Changed: Hitmask properties for thrown items Changed: Road decorations to fix multi texture blending problems. Changed: Grass sub biome in pine forest to dirt sub biome, added hollowed out trees to them Changed: Added wild grass growing to country dirt roads Changed: Removed asphalt cracked textures as all asphalt is now cracked everywhere Changed: The fog of war of 4 instead of 2 chunks are now uncovered around the player. Changed: Updated green rusty metal, red rusty metal, brown and green tile floors. FixedUpdate Changed: Updated cone with a new shape that has smooth shading Changed: Aloe plant model. Changed: Yucca plant model. Changed: Wood spikes now use rough cut wood texture for non-upgraded ones Changed: Adjusted enemy audio repeat rates slower and loudness eg. Changed: Yucca plant harvesting Changed: to Yucca fruits Changed: Stone tools require more small rocks. Changed: Economy balancing Changed: Updated Maria character preset to be more appealing Changed: New sounds hooked up for garage doors Changed: Adjusted blood moon and snow fog Changed: Set hornet wing to better alpha values. Repairable weapons or tool do not. Changed: Updated plains biome art Changed: Fixed the AudioSource the announcement sounds were pointing to. Changed: Made garage door sounds louder. Changed: Forest can randomly be a little colder. Changed: Wasteland now has extreme temperatures. Changed: Clothing rebalanced for temperature and wetness protection details in XML. At level 60 you need Changed: Made vending sounds louder. Changed: Made plant pick sfx louder. The audio options slider for music should now affect these. Repairing items and using weapons gets you noticeable increases. Changed: Adjusted crafting perk costs like for concrete Changed: Raised ambient in the mixer Changed: Raised impacts and reduced menu sounds. Changed: Made red and green maples more saturated Changed: Footstep volumes increased when entity is running, including self Changed: Blunderbuss is better early on but does not get that much better at high QL. Go get a shotgun. Changed: All biped corpses excl chickens decay in 45s. Others s. Their loot moves to the gore block. Changed: Optimized tree texture compression Changed: Optimized campfire and forge particles, added Light LOD cutoff for their light sources. Changed: Reduced weapon switch time in third person. Masked gunjoint in idle animation to reduce guns rotating sideways when switching. Mechanical Parts are being used instead. Changed: Updated water normal map Changed: Bellows and poncho can be crafted from either animal hide or leather Changed: Treasure chests may have more actual treasure Changed: Ore veins can be found by traces of gravel on the surface. Follow them down and you will find iron. Follow the iron and you find everything else. Changed: Plant fiber garments are not better than cloth ones. Changed: Removed 2 temporary recipes that are no longer needed. Changed: A mining helmet is crafted from a football helmet, not a scrap one. Changed: The hoe is not a very good repair tool. Changed: Biker boots are the best leather boots you can get. Changed: The wrench recipe no longer requires a schematic. Changed: Gravel is a little more stable. Changed: Added specific temperatures per biome for day 1 weather grace period. Pine Forest 60, Maple Forest 60, Snow 45 and all other biomes Changed: Removed audio from supply drop parachute opening in the sky. Changed: Recipe searches show results for all workstations with icons. Changed: Removed un-used old resource deposit coal and nitrate prefabs will be changed to new ones. Changed: Adjusted crafting time bonus on skills. Changed: Ore distribution 2. All biomes have iron ore and a rare chance for all ores. Each biome has a predominate ore which can be seen in small piles on the surface and found in that biome near bedrock. Special ores per biome are nitrate in snow and wasteland, lead in the maple and pine forests, coal in the plains and burnt forests, and oil shale in the desert. You can also look for light brown gravel spots on the ground or the map and dig down from there to find the resource veins. Clay can be seen as a medium brown spot on the surface. Changed: Wood ladders can be upgraded to metal ladders Changed: Flashlights are less common in backpacks. Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards. Changed: Reduced crafting time on wood items. Changed: Traps rebalanced. Barbed wire fences slow enemies, spike traps kill them, log spikes are more durable. Changed: POI zombies to not be territorial. Note that dogs and bears still give up the chase after a certain amount of time. Changed: Made most of the corn at the Navezgane farm dead there are still some harvestable corn there to loot. Changed: Reduced intensity of burning barrel light. Changed: Gravity on arrows is more realistic. Changed: The cheaper gunpowder recipe has been moved to the chemistry station. Changed: The coal torch recipe has been removed. Changed: Blunderbuss ammo made from iron has been removed. Changed: The blade of an auger or chainsaw can be recrafted at a workbench. Changed: Stone layer removed from the desert. Changed: Updated water textures. Changed: HubCellData now sent to clients from the server. Changed: Update iron ore, and lead ore to be more distinguishable. Changed: Reduced mouse sensitivity when zoomed. Changed: Explosives rebalanced zombie damage not yet working correctly Changed: Weather transitions speed increased by 6. Changed: Removed AudioPlayer. Changed: Coal and nitrate can be found in loot. Changed: Explosion damage rebalanced. Changed: There are new loading screen images that also reduce memory. Changed: Glass has more structural integrity so small glass ceilings can be built Changed: Surface boulders can drop ores other than iron. Fixed: Minibike causing insane damage to players, once it was hit by spikes Fixed: Queued tooltips and sounds display after quitting and starting a different game. Fixed: Medicine skill effects do not show on items or buffs Fixed: Tracking waypoint does not work properly. Fixed: Sneaking status and hitpoints indicator appear on the black screen after death. Fixed: Yucca Plant have low quality textures and strange rotation problems. Fixed: Reentering session with active crafting causes crafted item SFX to be audible outside of crafting menu. Fixed: Grass shadows Fixed: Particle distance size on flashlight being too large. Fixed: Broken icons for vitamins and herbal antibiotics Fixed. Fixed: End table furniture blocks having cloth particles. Fixed: Removed car battery from damaged car frame model. Fixed: Mined materials drop small fragment meshes instead of sacks. Fixed: Lvl 1 Wooden Door clipping wall at open resting position on damage states. Fixed: clients not ragdolling after death animation. Fixed: clients not animating after ragdoll on server. Fixed: Moon lighting against bright skies Fixed: Torch sound playing when under water Fixed: Global temperatures, clouds, and precipitation now obey biome rules eg. Fixed: cactus damage infliction on MP client playing twice per hit. Fixed: Bedroll and things around it are blurry when placing your bedroll Fixed: Cobblestone ramps may change rotation when upgraded to concrete Fixed: Leather tanning does not mention it is required to scrap leather items Fixed: Repositioned hold for generic parcel item. Fixed: No console scrolling when manually scrolling up Fixed: Treasure quest loot can fall through terrain Fixed: When the Minibike has blocks above it, it flies up when player is coming back to its chunk Fixed: Nailguns are treated like bows for collision purposes. Ryan Fixed: Reset opaque atlas back to crunched texture format Fixed: BlockTextureAtlases asset bundle has grown from 69mb to mb in latest merge. Fixed: Wrong reference on the firstAidLarge buff info. Fixed: Basic clothes clip through each other and through armors. Fixed: Low quality pistols are not quite so bad any more. Fixed: Character crouch animation is desynchronized after reconnecting to session Fixed: Football helmet lighting issue Fixed: Rework the friendly fire settings. Fixed: Low quality water z-fighting on steps Fixed: Fire on zombies have no audio Fixed: water stuck in hatches Fixed: broken material on zombie arlene Fixed: Not able to craft steel tools with workbench. Note: the magnum, pistol sack and smg were Fixed. Fixed: Fix problem that zombies hit you from 20 meters away on dedis Fixed: female shaggy hair 02 slot Fixed: Removed references to non-existing damage types Fixed: Texture references to non-existing materials Fixed: Stacknumber property does not work for blocks. Fixed: Character status becomes reset after quitting and rejoining the game session Fixed: Removed obsolete item properties Fixed: The antibiotics effect makes you immune to dysentery Fixed: White-skinned characters have dark-skinned hands Fixed: Iron Helmet corrupts characters face Fixed: Bug where blood moon horde would be skipped entirely if the max zombie count was reached. Textures do not display correctly on some areas. You can build upwards by aiming at the top step. Fixed: Fix glass in fog window02, car03, transparent blocks like on the hospital, glass on commercial doors Fixed: Fix purple in dark corners Ambient color is no longer a color, but just an intensity Fixed: Corrupted Item Icons Fixed: Added toolbelt message when inventory is full and you try to pickup an item. Fixed: Several items iron pick, flashlight, etc were not playing a sound when used at 0 durability. FadeIn removed not used Fixed: MeshGenerator. Fixed: Living sounds eg. Hornet buzz not playing on clients in MP games Fixed: Missing sound when picking up dropped items Fixed: Character Screen has text overlap with long character name. Fixed: Reverted to safe version of mix. This should be corrected by ducking later. Fixed: Tweaked brass faucet textures to regain lost color from PBL lighting switch Fixed: Added collision to glass pane prefab Fixed: Durability bar of zombie corpse may be displayed, when hitting the zombie for the first time Fixed: Map can be scrolled outside its borders Fixed: Crawler keeps climbing an obstacle when hunting instead of attacking it Fixed: Upgrade icon stays as crosshair when opening backpack while upgrading Fixed: Players may respawn in fallout zone if bedroll was close to the area and spawn near bed option was selected Fixed: Items wielded by character clip with their model when aimed at the ground Fixed: Most of the minibike stats in Minibike Assemble Menu are not updated. Fixed: Weather values incorrect. Fixed: Updated the descriptions of craftable grass blocks and several clothing items. No more dirty spots on cliff sides. Fixed: Cotton plant alpha is not matching the plant. Fixed: Weather not updating quickly when you move more than 20 meters in 1 frame Fixed: Catwalk wedge upgrades rotated the wrong way Fixed: Shovels are no longer better melee weapons than axes. Fixed: No weather on dedicated servers. Fixed: Tracked players are now saved so you can quit and rejoin a game and the tracked players will persist. Fixed: Fog indoors is too strong Fixed: Set doppler to zero on creatures and screamer audio source prefabs. Fixed: Duping with 2 people using containers. Fixed: Cobblestone ramp stair frame causes block face to be removed. Fixed: Stability problem in army barracks roof building. Fixed: Several blocks were dropping themselves on harvest. Fixed: Hornets had very shiny wings. Fixed: Some cabinet doors are darker than others. Fixed: Flipped screen with night vision and blood splatter on screen. Fixed: Cars not getting snowed on and industrial glass transparent issue. Fixed: Low horizon sky artifacts seen from atop a mountain. Fixed: Explosion damage given to entities: in code the wrong xml tag DamageEntities was taken. Replaced it with EntityDamage that is used in xml. Fixed: Concussive protection does not help against explosives. Fixed: Explosion running multiple times for each entity depending on collider count. Fixed: It is not possible to loot an animal in shallow water. Fixed: Partially Rendered Hornet Bodies. Fixed: When cancelling a bow shot, the animation has no lag and looks proper. Fixed: When shooting a bow, the player animation matches the bow animation. Fixed: Zombies seem to get stuck running in place and spin in circles. Fixed: Zombies rubberband on dedi, when you are above a cluster of them. Fixed: Zombies randomly attack the air. Fixed: UMA texture quality change displays missing textures for Hazmat. Fixed: Expertise exploit for upgrading tools via not completely upgrading. Fixed: Investigate unknown particle effect. Fixed: The steel shovel is the best stone mining tool. Fixed: Animal killing blows sometimes grant bonus harvest yield. Fixed: Fixed up explosion code. Zombies get hit-per-collider, players get hit with explosion damage only once. Fixed: RWG games may freeze on creation. Fixed: Flashlight assembled with another weapon part wont separate normally as other parts that are joined. Fixed: Null reference when returning to burning minibike and opening its menu. Fixed: Repairing firearms costs less QL degradation than repairing tools. Fixed: Many recipes that say Scrap Iron are misleading. Fixed: Some buffs like Infection1 are not curable the GUI buff goes away but not the character screen. Config Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards. You can use it to see what a seed may look like including: The dispersion of the included biome types in the rgmixer. Once the preview appears the controls include: Zoom in and out with the Mouse wheel. Pan using Mouse 1 hold and drag. Tilt to see the height with mouse 2 hold and drag. Here is a color chart to help understand what color represents what biome. Known Issue: Sometimes trader protection volumes can be in the wrong location protecting a random poi or piece of land. Known Issue: Occasional drowning on land. Navezgane World — Navezgane is nearly double the size, has a new sexy height map with higher mountains, deeper water and a new smoothing algorithm that makes the land and water much more natural looking. Added Added a multitude of new locations to Navezgane including the new largest city Perishton, a bandit like shanty town, hidden snow cabin, Indian ruins, a water works, cell towers, boat docks, banks, islands, handmade caves, car lots, diners, and cemeteries. Nearly new locations to discover. Added: Navezgane now has over 35 new player spawn points. Added Added: New locations to the random gen mix xml including a bandit like shanty town, a water works, cell towers, banks, islands, car lots, diners, and cemeteries. Changed Changed: Returned to old caves, added an extra branch with grotto but made tunnels shorter. Changed: World Terrain Generation has been altered, should see more variation. Fixed: House can be spawned inside another in random gen. Fixed: Floating buildings in Random Gen Worlds. Added Added: New Survivor perk that slows your metabolism. Added: Slow Metabolism which slows how fast you burn calories, Run Forest Run which allows you to run longer before running out of stamina, The Human Camel which slows how fast you get thirsty, and The Health Nut which raises your minimum wellness and maximum wellness. Added: Per level other skill requirements for skills. Added: New perk Quick Hands. It allows for faster crafting. Has 5 tiers. The fixer allows you to repair faster, use less repair materials and diminish degradation amount with each tier. The final tier allows for no degradation. Requires blade skills of 1,25,50,75, and Requires blunt skills of 1,25,50,75, and Requires mining tool skills of 1,25,50,75, and Requires scavenging skills of 1,25 and Added The decapitator perk which has three tiers and increases a chance to decapitate with bladed weapons. Added: Concrete Mixing perk that unlocks ability to craft a cement mixer and make concrete related items with construction level Added: Added new Dead shot perk for pistols which gives them a chance to decapitate. Added New perk to unlock 9mm round crafting under gunsmithing. Added: Skill list now sorted. Added: Skill Attributes are now listed. Changed Changed: Skill gain rates and level gain rates. Changed: Increased skill level req for quality joe Changed: Skill points, you get 5 per level up now. Skills cost 1 point, perks cost 5. Fixed Fixed: The Camel skill is not functional. Fixed: Health Nut skill has no effect. Fixed: Repairing Mechanical items does not increase Science skill. Fixed: Light Armor skill is not functional. Fixed: Athletics is not increased by travelling by foot. Fixed: Bug where Athletics skill was being raised by the total amount when rejoining a game. Fixed: Medicine skill does not increase effectiveness of medicine items. Fixed: Medicine skill cannot be increased by using medicine items. Fixed: Medicine skill does not grant any bonus. Fixed: Dismemberment chance does not increase on higher levels of Dead Shot perk. Fixed: Inconsistency between description of Knife Guy perk and its Attributes. Fixed: Inconsistency between description of Pummel Pete perk and its Attributes. Signature feature: Red Mohawk. Signature feature: Shaved Head, Grey Goatee. Signature feature: Piercing Eyes. Signature feature: Silver Hair. Signature feature: Long Dreadlocks. Signature feature: Long Red Hair. Signature feature: Grey Beard. Signature feature: Platinum Blonde Hair. Signature feature: Shaved Head and Mustache. Signature feature: Thick Black Hair. Signature feature: Long Thick Black Hair. Signature feature: Handlebar Mustache and Shaved Head. Signature feature: Big Afro. Added: Archetype framework. Added: New Profile selection preview. Added New short beard can only be used on the Clint Preset for now Added: Male and female Asian faces used only by presets for now. Added: Animal hide poncho to game and loot. Added: Male and female army clothes and Kevlar armor. Added: Optional archetype expressions in archetypes xml files. Added: Specular to male base hair. Deleted old duplicate hair textures. Changed Changed: Female tanktops now cover midriff. Changed: Skin tone is now applied to first person hands. Changed: Updated female scrap iron armor to fix clipping. Changed: Updated female armor leather rig to fix clipping issues. Changed: Updated female duster, plant fiber clothing and plaid shirt rigs to fix clipping. Changed: Updated female puffer coat to fix clipping. Changed: Updated female iron armor rigs to fix clipping issues. Changed: Updated female army fatigues and military armor to fix clipping issues. Changed: Female characters are now in sports wear not underwear. Changed: Deleted denim jackets. Changed: Renamed animal hide jacket to animal hide shirt. Changed: UMA clothing now has Overlay0 — 4 for overlays. Changed: UMA overlay colors are now r,g,b compatible. Changed: Deleted old hat prefabs that were pre-UMA. Changed: Tweaked colors of brown and red pants. Changed: Deleted old steel armor assets. Fixed Fixed: Face, feet and eyes equipment slot items do not take any damage. Fixed: Female cloth chest armor clipping issues. Fixed: Male iron gloves clipping issues. Fixed: Updated dreadlocks hair mesh slot to fix clipping issues. Fixed: Updated goggles and shades to fix clipping issues. Fixed: Clipping issues in leather armor feet and afro hat. Fixed: UMA Afro hair not adjusting properly with hats. Fixed: Character hair not returning correctly after taking off a hat. Fixed: Kevlar Leg Armor not visible on male. Fixed: Updated male base face rig to fix bugged eye problem. Fixed: Tank tops are displayed incorrectly. Fixed: Animal Hide Pants no longer go poof when equipped while wearing pants. Fixed: Updated male plant fiber clothing to fix clipping issues. Fixed: Updated male cloth armor pieces to fix clipping. Fixed: Male scrap metal armor clipping issues. Fixed: Male iron armor clipping issues. Fixed: Clipping issues with male military armor and clothing. Fixed: Updated male denim pants to fix clipping. Fixed: Male hide poncho clipping issues. Fixed: male leather armor clipping issues. Fixed: Female character caving Issues with clothing. Fixed: Hide Jacket Armor uses armor slot. Fixed: Bandana normal map was not assigned. Fixed: Deleted unused duplicate player body textures. Fixed: Clipping issues with puffer coat and scaled it down to look natural. Fixed: Skull caps were too shiny. Fixed: Removed clothing is still displayed in multiplayer until the player runs or jumps. Added Added: New instant snappy holster Added: Zombie dog eat animation. Added: Zombie door attack states to mechanim. Added: new player ragdolls that take over when a death anim hits geometry. Added: Players one handed items and weapons now only influence the left arm instead of the entire upper body resulting in much smoother walk and run animations when holding one handed items. Added: Stamina sound to animation event. Changed Changed: First person item animations holster nearly instantly. Changed: Iron sighting animation out is faster. Changed: Some animation properties of the dog and updated the avatar to fix jaw. Fixed: Equipping 44magnum corrupts 2 handed holding styles. Fixed: Changing from bow after shot corrupts the way that character holds next chosen item. Fixed: Corrupted bowstring draw animation. Changed logic to play draw only from bow hold, not the any state. Fixed: Incorrect animation of changing a weapon while zooming. Added wrench hold, attack and harvest animations. Fixed: Updated first person animation on many smaller held items. Fixed: Incorrect animation of Stone Shovel is displayed after fast swapping with Auger. Fixed: Use action anim times are off. I set the reload time to match the reload so users cannot switch weapons during mid reload. Fixed: Gaps in random logic for player idle deaths. Fixed: Walking animation of Frozen Lumberjack stutters and loops incorrectly. Fixed: The animation of holding a weapon is corrupted. Fixed: pistol and magnum fire rate aligned with their animations. Fixed: No walk anim after respawn Fixed: Animation — Character slides while crouching backwards or to the side. Fixed: Incorrect Iron Bed Frame hit animation. Fixed: Hornet is not displaying its death animation. Fixed: Adjusted walk backwards and walk strafe animation playback rates to reduce skating. Fixed: Crossbow has loading animation when there are no bolts in inventory and Player tries to change the bolt type. Fixed: When Crawling Zombie gets hit with certain weapons, it stops moving along with animation reset. Hooked up 3 new crawler pain animations that play randomly. Fixed: Characters hand is missing during pulling bowstring animation. Fixed: There is no animation when character receives a hit by melee or ranged weapon. Other Added Added: New cement mixer station where you can mix cement Added: New workbench station which allows you to craft extra items. Added: Many new cool block shapes to build better looking buildings in creative mode. Added: memcl command that is executed on client side even when connected to a dedi. Added: Bedrolls can be repaired with 10 plant fibers per section. Added: Zombie bodies can now be harvested for rotten flesh. Their skeletons can be harvested for bones. Added: Repair to secure and insecure storage chests. Added: Gamma Slider to the video options. Added: Warming buff to stews. Added: Plant fibers can be planted in dirt and will grow into tall grass. Added: Full plate block upgrade path. Added: Harvest to all fridges, and recipe for green old fridge. Added: Angled support beams can now be repaired and upgraded. Replaced an old one so it will break save games or leave a black block where it was. Added: Blue spruce seed item that allows you to plant and grow blue spruce trees. Added: Growable blue spruce trees. Added: Good Weather grace period on new games for first 24 hrs. Added: 4 new rusty iron walls. Added: Rusty green metal texture and new blocks to use it. Added: New stairs shapes. Added: New shape, corner round 1 meter with several textured variants of it. Added: A peaceable, craftable alphabet to the game and to many locations as new signs. Added: New naming convention to all blocks, models and items so they are easier to find in creative. See XML. Big thanks to Gazz. Added: White shanty metal sheets. Added: Auto-personal self-light to see very close objects in the dark. Added: Recipes for clay shingle roofs. Added: Curb plains block. Added: Diagonal centered and offset shapes for support poles. Added new curb shapes, straight and corner for wasteland, forest and plains texture sets. Added: A new world lighting model Added Rusty iron pillar. Added: Rusty iron diagonal beam and crossbeam. Added: New sandbag models to the game and to the army camps and police stations. Added: Grunge to drop ceiling texture. Added: Barbed wire sheet icon. Added: New road side railings updated bridges and added them into Navezgane Added: Missing specular to some hairs. Added: New chain link icons. Added: Radial now displays ammo count for ammo. Added: New in menu music track to the game. Added: New ambient Soundscapes from the music track to the game. Added: New sexy Fun Pimps logo to game intro splash screen. Added: Chainsaw revs for rapid button press. Added: New plant mesh shape, applied it to goldenrod flower and potato plant crop. Added: ItemActionUseOther. This allows the same things that ItemActionEat allows but is done to the target entity. General medical items are already set up. Added: Unique crossbow bolt models per type. Added: Created custom hatch sounds to address animation audio sync issues. Changed Changed: Weight of brass to stop scrap brass exploit. Changed: Scrapping in the forge time to to 1 second, instead of. Changed: Bedrolls are made from 20 plant fibers. Changed: Increased fuel capacity of minibike. Changed: Increased size of zombie bounds and offset to reduce clipping of thin blocks. Changed: Animal gore no longer degrades to dirt but air instead Changed: Femurs are now harvested from animal gore rather than the animal itself. Changed: Animal fat is now harvested from corpses instead of looted. Changed: plant02 decoration recipe to use clay instead of clay bowls. Changed: Deleted clay bowls, assets and recipes from the game. Changed: Increased how fast tools can destroy most blocks. Nerfed the yield of some blocks to compensate for the faster destruction. Changed: Rebalanced all tools and weapon stamina use. Changed: Increased the durability of all iron tools. Changed: reduced cost of steel ingots. Changed: Improved the plains biome sunset. Changed: Land claims cannot be stacked in inventory. Changed: Anti griefing: dropping now whole item stack when pressing Q. Changed: Cleaned out old 2 block placed bedrolls adding new multi-block model ones Changed: Plant fibers now drop two instead of one. Changed: Improved player eye textures. Changed: Recipe for all fridges. Changed: Moved block id plateOldWood from to so it can become a master plate block. Changed: All workstations now drop their original recipe when destroyed. Changed: removed clothing action skill and merged them with light armor action skill group. Changed: Resolution of body textures. Changed: Added new high res shoulder mesh for nude male players for better lighting and deformation. Changed: Reduced movement and stamina penalties for cold and hot weather survival. Changed: Church so it fits in all biomes. Changed: Auger and chainsaw range are defined on their parts. Changed: Auger weapon range equal to mining tools and entity damage minimal. Changed: Chainsaw range equal to melee weapons. Changed: Clothing items have crafting skill assigned so repairs can increase skill. Changed: Trees drop enough seeds to preserve the species. Changed: Added missing attribute ranges to several weapon parts. Changed: Resized wrought iron metal and redid the texture. Changed: Sunrise and sunset times optimized shadow rendering times. Changed: Deleted iron wall textures. Changed: AudioManager now supports playing one audio source for local sounds and a different audio source when played over the network.