Aftermore than a decade, 7 Days to Die has released version 1.0 with lengthy patch notes that cover the gamut of everything coming to the game. The developer has provided a massive list of changes and offered players a glimpse at what's next for the game in 2024 and beyond.
Along with a brand new Character System in Version 1.0 we have also added a brand new High Definition Armor and Clothing System. This extensive new system amplifies player immersion, enabling a customized and compelling gaming adventure where looting, finding, crafting and upgrading Armor matters.
Our elite team of character artists have been hard at work updating all of our animal models to match the modern aesthetics of our updated HD zombies. The system comes with new models, rigs, more realistic animations and a brand new high tech fur shader to make hair and fur more realistic. The current HD animal roster includes:
We did away with the old tutorial quest and journal system and rolled them into a brand new Challenge System. The challenge system is designed to help new players learn the ropes with an easy-to-follow introduction questline that offers worthwhile rewards. Additionally, long-term challenges keep players engaged with enticing rewards for completing various challenge categories while teaching more advanced mechanics. This system ensures both new and veteran players have continuous goals to strive for, enhancing their gameplay experience. The system includes:
Our artists have also given the existing vehicle models an update, bringing them to parity with the other improved models in Version 1.0. Most vehicles now have additional seating to accommodate at least one friend. There are also new vehicle armor mods available that allow them to withstand wasteland wear-and-tear. Many vehicle mods now have a visual model update so you can see the mods you have installed. These updates enhance the visual appeal and functionality of the vehicles, offering a more immersive and enjoyable driving experience in the game.
Several improvements and optimizations have been made to our RWG system, making it leaner, faster, and able to create better looking worlds than ever before, with refined composition and layouts improving the overall fidelity and detail of generated worlds.
That's just the tip of the iceberg. The full patch notes include hundreds of changes and additions to 7 Days to Die. For the rest, be sure to check out the notes at the official website: 7 Days to Die 1.0 Patch Notes.
Searching for "friendly reminder" in the text files of Data/Config immediately turns up Localization.txt as the place to edit. The line starts with "noteDuke01Desc", so search for this string to find the corresponding item in items.xml called noteDuke01. Use that as a template for more notes.
The best way to make new notes (or anything) is to make a new modlet vs editing the game files directly (also with the Localization.txt change you were wanting, probably should make a modlet with that). Without going into how to make a modlet (Let me know if you need some links or info on making a basic starter modlet), it appears notes can just be made by creating a new "item".
Then edit Localization.txt and add 2 lines to the bottom of it, using the same format as the noteDuke01 line. Of course, doing all the languages would be a pain so assuming you'd just do English you can just add this:
Then start up the game, but in the main menu before loading the map/game, go into the game options and turn on "Creative Mode". This is just so you can easily get the note and test it out. THEN start/Load the game/map, Open up the Backpack/UI and on the far right (like when you can choose to look at your character, or the map, etc) there will be a little light bulb icon which is the "creative mode" area. Click it, then search for your item via typing "SlicksGirl". You'll see your note. Drag it to your backpack, then look at it the description.
yup, actually was updating my starting loot modlet an thought how nice it would be to upgrade the modlet by hanging the starting note too. I've done pretty much every other kind of modlet, except SDX and editing and notes. Never felt it was necessary till now.
Cool Sounds like you've gone further than I have in some modding areas! I've tried touching some Unity stuff but it was too much work/time/effort/brain destroying frustration for me... I'm sticking to basic XML ones as long as I can. Good luck!
I've literally never changed out quests or notes and I spent frustrating day searching the files to find where the bits of code were. Never found them. But you helped in a huge way. i want to change the starting note to reflect that the person was actually getting starting loot pulled off the dead guys in the back, behind Jakes back, but they needed to get their buts as far away from crazy Jake, because the person needed to report them as dead.
I took on porting another modders a17 modlets to a18 and it had a starter crate in it (here: -StarterCrate ). It also (still) has issues and I wasn't able to fix it, but maybe you could use some of the code to help? Anyway, I have a note that in mine the "Create does not contain the necessary items (just a few). Don't know how to fix" so it spawns, and has some of the starting items, so its semi working.
Also, if it helps any: I made a quest once (not published) It wasn't too hard, just quite a bit of XML but only in a few files. I didn't publish because I realized I wanted to put some thought into it, and a lot of it I didn't understand really well what all my options were. The only thing that really "stumped me" was I wanted to make the "quest item" something other than the little box you pick up (so you wouldn't have to go to the trader to get a reward). I wanted the reward to be the quest item, or a note indicating what to do next (or just some sad note like "...and Timmy died") . I failed to find a way to get this to work. It seems that for now there 2 "quest items" that you can have to be those quest items and they cannot be some other game object ( like a gun, ammo, teddy bear, etc). I do think I was able to change the "container icon" the quest loot was found in, but I don't remember if I could "choose any loot container I wanted" or if it was limited to the quest satchel and a few other special quest containers.
At the beginning of the month, 7 Days To Die received a new patch for the alpha 16 update. The developers have now released the alpha 16.3 patch which addresses some of the most important bugs which have been discovered by the community, the official release notes can be found below.
A huge exciting release is coming to 7 Days To Die, It's been a while since the last big update around a year or so. This alpha brings more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before.
Huge changes to the Environment Art & Graphic Designs
The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments.
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