7 Days to Die is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing games. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
Hello Survivors!
Today we bring A21.2 b30 to EXP.
This patch will help with drone issues, reduces the RAM used during RWG creation, and plenty of other changes, fixes, and additions.
[h2][b]Changelog A21.2 b30[/b][/h2]
[b]Added [/b]
[list]
[*] Lockable inventory slots are now enabled by default
[*] Proper exception message when more blocks are defined than allowed
[*] Loadingscreen.xml to dumped XMLs when running ‘exportcurrentconfigs’
[*] Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15
[*] Console command "visitmap full" version
[*] Doors can have a trigger collider that pushes players out of the doorway as it closes
[*] Push away trigger to iron garage door
[*] Default gfx preset for AMD 6950 GPU
[*] Junk Drone manager recovery of existing broken positional data.
[*] Property for CallGameEvent triggeredEffect to allow client call.
[*] Junk drone catch all point that finds an open block around the player.
[*] Junk Drone checks to address an issue when a path was being consumed but not followed.
[*] AddChatMessage TriggeredEffect for buffs.
[*] Graphics default calculation detects Steam OS
[*] Added after ChunkBlockLayer Read we clear block ids that ref null blocks. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks.
[/list]
[b]Changed [/b]
[list]
[*] Telnet interface no longer logs full exceptions when the remote host aborts the connection
[*] Resource bundles now sell for the same price as their unbundled stack size in rented vending machines
[*] Updated prefab tags on showerHandlePrefab to enable collision
[*] Updated colliders on table lamps
[*] Updated collider on stationary_bikePrefab
[*] JunkDrone physics transform interaction for set position to avoid adding of the origin position
[*] JunkDrone MaxDistance from owner to 32 blocks from 64
[*] Junk drone follow group positions to include 3 more points when behind the target is blocked.
[*] Junk Drone pathing when in confined spaces, small structures, rooms and mineshafts.
[*] Adjusted colliders on stone pallets to allow projectiles to pass around them easier
[*] Adjusted colliders on gun and equipment racks to allow projectiles to pass around them easier
[*] Optimized Vector3i and Vector2i
[*] Optimized Vector3b
[*] Optimized Chunk ToWorldPos for x y z
[*] Reduced stormy weather lightning and thunder rate
[*] Optimized RWG run township dirt roads
[*] Optimized Utils Fast function
[*] RWG creation memory usage optimizations
[*] Minor GameObjectPool optimization
[/list]
[b]Fixed [/b]
[list]
[*] Exception after closing server browser while a search is in progress
[*] Dumping XMLs to files was not creating new files
[*] Some EOS networking exceptions
[*] Prevented duplicate trader waypoints by moving the logic from EntityTrader to the first time the POI is entered. Automatically placed waypoints can now also be deleted, though they will be readded the next time the POI is entered. (Tom)
[*] Player Vending Machine dupe bug for stackable items with a minimum sellable amount such as stones, gunpowder etc.
[*] Lab zombie left hand becomes haunted after dismemberment
[*] "White River Supplies" stays in your inventory after dying on Permanent Death.
[*] Doors connected directly to generators will toggle on login after completing a restore power quest
[*] Issue with magazine LootProb causing them to never show up again if maxed out
[*] Item Info Panel item display hides behind the quality bar.
[*] Nokilling setting prevents radzone/hazard/vending machine damage.
[*] POI police_station_03 wall section inside garage has wrong texture.
[*] POI : downtown_strip_05 mismatching texture.
[*] POI trigger system not working correctly when utilizing multiple triggers to trigger another item
[*] Forge allowing Anvil or Bulletproof Glass Block to be Crafted without the full amount of required iron/sand. And can return more iron/sand than it started with when crafting canceled.
[*] Forum Report : Zombie dog's snout has no collider
[*] POI : fire_station_04 Can't enter room without breaking blocks.
[*] POI : downtown_strip_04 SI with garage door.
[*] Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
[*] Junk Drone avoidance of player focus block not being able to reach target.
[*] Junk Drone build up of motion when stuck in place.
[*] Deprecate log warnings for the drone teleport.
[*] Fixed Grammar issues with the vending machine tooltips
[*] JunkDrone SentryMode errors when out of range.
[*] Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck.
[*] Localization : Extra space in the snowball item description
[*] Test_POIReset game event not working on dedi
[*] Icons for some items overlap quantity in trader UI.
[*] Forum Report : Possible to smelt items instantly
[*] Fixed Localization : Craft lot amount needed in Cornmeal description.
[*] Localization : Craft lot amount needed in Paper description.
[*] Localization : Craft lot amount needed in Paint description.
[*] Localization : Military Fiber missing "Crafted in lots of 10."
[*] Added line breaks to Cornmeal and Military Fiber descriptions
[*] Removed extra space from localizations
[*] POI : roadside_checkpoint_03 possible to get stuck part way
[*] Beer and Moonshine drunk screen effects now carry over on game restart
[*] Player footstep breaks audio if done after an origin reposition
[*] Brown corn stalk prefab LODGroup missing LOD2 mesh
[*] Clients cannot pick up dropped items
[/list]