7 Days to Die

7 Days to Die

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Are all 0,0 cities wasteland biomes?
That's the only thing I've seen for the guarnteed city.
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Showing 1-15 of 20 comments
Supergoober Oct 10, 2014 @ 9:30pm 
I believe so.
Lerch Addams Oct 10, 2014 @ 10:42pm 
Correct.

This is by design so you have at least one large guranteed POI.
Everything else outward from that fixed biome is random.

There are other wasteland cities of various sizes as well.

Get out there and explore.
Vexing Cat Oct 11, 2014 @ 12:31am 
I have found a total of 4 this time around, this is including the 0.0 city. I carefully look over any wasteland I come across for factory's or city's.
Hellrazer001 Oct 11, 2014 @ 1:27am 
Usually in random Games if you find a Wasteland Biome that has the high rubble with deep holes, there is a very good chance that there will be a City connected to it at one of its edges, not always but a very good chance. I have found 4 Cities in the last map I played and all had that wasteland connected to them, I found only one High/Low Wasteland that did not have the City connected to it.
Last edited by Hellrazer001; Oct 11, 2014 @ 1:28am
Red Eagle LXIX Oct 11, 2014 @ 7:51am 
wasteland Hub biomes are easy to identify.
Wasteland Hub biomes have the following unique features.
1. A city
2. Radiated Earth pockets (that currently do no damage). The green on the ground in the wasteland though is a very easy identifier for a Wasteland Hub biome.
Lerch Addams Oct 11, 2014 @ 12:50pm 
Originally posted by Red Eagle LXIX:
wasteland Hub biomes are easy to identify.
Wasteland Hub biomes have the following unique features.
1. A city
2. Radiated Earth pockets (that currently do no damage). The green on the ground in the wasteland though is a very easy identifier for a Wasteland Hub biome.

Wonder why #2 is not active.

I wouldn't mind glowing for a while if i wasn't paying attention and stumbled into an irradiated patch.
Red Eagle LXIX Oct 11, 2014 @ 4:11pm 
Originally posted by Lerch Addams:
Originally posted by Red Eagle LXIX:
wasteland Hub biomes are easy to identify.
Wasteland Hub biomes have the following unique features.
1. A city
2. Radiated Earth pockets (that currently do no damage). The green on the ground in the wasteland though is a very easy identifier for a Wasteland Hub biome.

Wonder why #2 is not active.

I wouldn't mind glowing for a while if i wasn't paying attention and stumbled into an irradiated patch.
#2 is because they originally coded radiation damage as a biome level damage type. The damage and sound effect doesn't come from the block itself. One can hope they make accommodations for it in a future version.
Lerch Addams Oct 11, 2014 @ 5:20pm 
I'd really like to see ground effects like irradiated ground, ground fires, LAVA that we would have to avoid.

Because being chased by a horde of zombies isn't hazardous enough.

If it isn't a block level trigger for a damage type, i wonder how it's handled?
Red Eagle LXIX Oct 11, 2014 @ 10:43pm 
Originally posted by Lerch Addams:
I'd really like to see ground effects like irradiated ground, ground fires, LAVA that we would have to avoid.

Because being chased by a horde of zombies isn't hazardous enough.

If it isn't a block level trigger for a damage type, i wonder how it's handled?
As I said it is defined for the whole biome as a radiation level for the whole biome:
Originally posted by models_1 (biomes.xml):
<biome name="radiated" biomemapcolor="#FF0000" radiationlevel="10">
The code then checks to see if the player or zombie is sensitive to radiation if yes, it does the damage.

You could add damage to the block specifically by changing it in models_2 (blocks.xml). I did a post on how I could try to find but easier to just give the answer again:
Originally posted by models_2(blocks.xml) ORIGINAL:
<!-- radiated terrain--> <block id="5" mesh="terrain" shape="Terrain" material="dirt"> <texture id="181" instance="0" name="radiated" /> <property name="CanEntitiesSpawnOn" value="false" /> <property name="DropScale" value="2" /> </block>
And here is a modified version that will damage entities that walk on it:
Originally posted by models_2(blocks.xml) DamageMod:
<!-- radiated terrain--> <block id="5" class="Damage" mesh="terrain" shape="Terrain" material="dirt"> <property name="Damage" value="3" /> <texture id="181" instance="0" name="radiated" /> <property name="CanEntitiesSpawnOn" value="false" /> <property name="DropScale" value="2" /> </block>

Note: I have not tested such a modification but believe it would work. You would not get the radiated earth sound, but walking across such terrain with that change would cause damage.

Lerch Addams Oct 12, 2014 @ 9:17am 
This looks interesting.

I'll test it out and report back.

Maybe i can find the damage classes and the associated sound effects.
Lerch Addams Oct 12, 2014 @ 10:05am 
I modified models_2 which generated a null reference exception on load.
Looks like material definitions lead to models_7 so i modfied that which led to another NFE.

The console blows by so fast i can't get a handle on what i'm missing.

It has to be a missing material definition (i think) so i'll keep tinkering.
donAllister Oct 12, 2014 @ 10:40am 
Every time I plat the RandomGen I search and search for a Deersville or an Old Mole type of place, but never find one. Hoping that will be added in the future.
Red Eagle LXIX Oct 12, 2014 @ 11:21am 
Originally posted by Lerch Addams:
I modified models_2 which generated a null reference exception on load.
Looks like material definitions lead to models_7 so i modfied that which led to another NFE.

The console blows by so fast i can't get a handle on what i'm missing.

It has to be a missing material definition (i think) so i'll keep tinkering.
Once I finish fishing mod I'll take a more proper and closer look. Not sure why the material definition blew up.
Last edited by Red Eagle LXIX; Oct 12, 2014 @ 11:22am
Lerch Addams Oct 12, 2014 @ 6:26pm 
Changes i made to models_2:

Added class="damage" to the block id element.
That generated an NRE so i added a Property element inside the block with name/values of damage and 1.

<block id="5" mesh="terrain" class="damage" shape="Terrain" material="dirt">
<property name="Damage" value="1"/>
<texture id="181" instance="0" name="radiated" />
<property name="CanEntitiesSpawnOn" value="false" />
<property name="DropScale" value="2" />
</block>

That also blew up so i looked at the material definitions in model_7 thinking that i was defineing common dirt with block level damage and that might be disastrous.

I added a new definition to models_7 and tried to tie this to block id="5".

<material id="radiateddirt"
damage_category="earth"
surface_category="earth"
hardness="2.5"
stepsound="dirt"
fertile_level="1"
stability_glue="20"
mass="10"
/>

i'm pretty sure i have no idea what i'm doing and i wired this up all wrong.

It's not a priority. Just fun to tinker with.
Talking of biomes and cities, has anyone found a real city or small town yet, like the old Diersville?
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Date Posted: Oct 10, 2014 @ 9:24pm
Posts: 20