Junk Drone MaxDistance from owner to 32 blocks from 64.Junk Drone physics transform interaction for set position to avoid adding of the origin position. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks. Added after ChunkBlockLayer Read we clear block ids that ref null blocks.Graphics default calculation detects Steam OS.AddChatMessage TriggeredEffect for buffs.Junk Drone checks to address an issue when a path was being consumed but not followed.Junk Drone catch all point that finds an open block around the player.Property for CallGameEvent triggeredEffect to allow client call.Junk Drone manager recovery of existing broken positional data. Doors can have a trigger collider that pushes players out of the doorway as it closes.Console command "visitmap full" version.Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15.Loadingscreen.xml to dumped XMLs when running ‘exportcurrentconfigs’.Proper exception message when more blocks are defined than allowed.Checks for network data to mitigate some possible attacks.Player will be teleported from the full trader protected area during a blood moon.Lockable inventory slots are now enabled by default.This should result in fewer drones getting stuck.įor a more comprehensive list of updates included in this release, please refer to the complete changelog below.įrom all us us at TFP, we wish you a joyous and Happy Thanksgiving! The drone also got some love, with emphasis on several fixes for lost drones and improve pathing in certain situations. This is a great way to ensure you have your required Ammo, Food and Water, or Medical Supplies on you at all times to fully augment your playstyle. Those locked slots will be unaffected by the Sort Inventory, Fill Stacks, and Move all buttons. Click the arrow buttons to indicate how many slots to lock, starting from the top left-most slot in the Player Inventory. We've also added the ability to lock inventory slots. This latest release adds a much anticipated feature: Death penalty options! You can now choose from Nothing, Classic, Injured (respawn with most debuffs still active), and Perma-death (your entire profile is wiped, and you start fresh in the same savegame). With my PC i5 3200 8gb gtx1060, I tested & modded & so I can play in single/coop with nearly 100 zombies in the same times but with a world spawn of zombies/animals & depend where I am & the biome & the prefabs, it's down to 75-90 zombies.Just in time for the extended Thanksgiving Weekend, TFP is proud to present A21.2 Stable! With the entire 7 Days to Die team working tirelessly to roll out A22 as soon as possible, we've implemented numerous fixes and changes that we know you'll love! & after that, just mod to got more zombies! Note, todays screamer only 1 zombie, before was 3 zombies.Īnyway for every one & for your single play or multi, if you want to know the performance support of how much zombies your PC can support, well just create a map test in mode creator & go mode dev & so spawn many of any type of zombies until when you move & do some any action, your PC got strong lag. Me, I play with zero traps/turrets/spikes. All this version was "hard", not like very easy since many type of traps/turrets cheat are coming in game (TFP must limited them by unlocked by a skill, like example level 1 = 1 trap & 1 turret only can be active, level 2 = 2 traps & 2 turrets ect.) In difficulty warrior or for the best in difficulty suvivalist, go test & play until bloodmoon from a10 to +/-a14. I hope alpha 20 gets a new difficulty setting to get back to the old alpha 17/18 difficulty. Originally posted by princepersona: Alphas 17.4 and 18.4 are far more difficult than 19.4 if you want the highest difficulty.
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