7d2d-mechx
- nelly151
- Jun 12, 2016
- 14 min read
http://7daystodie.gamepedia.com/Game_mechanics
Game mechanics Pen icon.png This article may require cleanup. Dated content. Reads like a guide rather than an informational piece strictly about in-game mechanics Please help improve this article if you can. The Discussion page may contain suggestions. Proposed since April 20, 2016. The game's mechanics are simple. By day you want to be outside gathering resources and exploring, maybe migrating to another city/village/town. By night however, you'll want to be in a fortified safe house or shelter or else you'll be most likely killed by zombies, as they are stronger during the night. Contents [hide] 1 Shelter 2 Day/Night 2.1 Day 2.2 Night 2.3 Note 3 Temperature 3.1 World temperature 3.2 Player Temperature 3.2.1 Temperature Modifiers 3.2.2 Temperature Effects 4 Harvesting 4.1 Decayed Sedan 4.2 Air Conditioner 4.3 Animals 4.4 Oven 4.5 Toilet 5 Player Wetness 6 Heat Map 7 Quality System & Leveled Crafting 7.1 Item Quality Levels 7.2 Gun Quality 7.3 Leveled Crafting 8 Player statistics 9 Skill system 10 See also 11 Links 12 References Shelter[edit | edit source] Housing is vital to survival and can be easily destroyed by Zombies. You can add protection to buildings by adding traps and using stronger blocks (cobblestone instead of wood). For example, if you create a perimeter of Wood Spikes around your house, Zombies will ignore the spikes and will run straight into them, therefore losing health and sometimes dying and also damaging the Wood Spikes a little bit. Also, if a house/shelter/base is being built, it must be made sure that supports have been built to hold up the roof, or else it will most likely fall if Zombies break some blocks, and therefore kill you. This is the main problem with Zombies during the night time, because they'll just attack your shelter (they'll attack more if they know where you are, so when you go back to your base/home you should always make sure to lose/not attract Zombies attention). If a group of Zombies (over time) destroyed the first layer of your house all the way around it... your house would collapse. Note: Walking from one end of your shelter to the other seems to confuse the Zombies, making them less likely to cause significant damage to your shelter. There are many types of generated structures throughout the map, however these structures can be easily destroyed by Zombies as they tend to be made from various types of wood. The best places to house are on top of: 3 to 4 floored buildings, gas stations/scrap yards, farm houses & barns. It is preferable, around the later stages of the game, to build your own house Underground at Bedrock or to build a fortified castle ( Reinforced Concrete )in a valley with traps and obstacles around your fort while having your storage underground. Note: If you have an underground house, keep moving your house every 7-10 days so the Zombies can never get to you while digging. As Stone is quite tough to break with bare hands, digging to more than 40 blocks deep also makes an underground house even safer. Day/Night[edit | edit source] Day[edit | edit source] Daytime is between 6:00 to 22:00 on default settings. During daytime, it is recommended that players spend most of their time strengthening a shelter and finding loot such as Weapons and Food. Zombies move at half the speed of an average walking player. Night[edit | edit source] Night is between 22:00 to 6:00. When night begins to fall, Zombies become more dangerous and will try to find the player, so it's advised to watch the time and take shelter before night falls. Zombies at night are more active and aggressive. They deal more damage and come in waves. If you kill all the Zombies, a new wave will appear. Zombies become very smart and will try to reach you during the night, even if that means breaking blocks. Zombies can even spawn in your house if you're not around, this can be prevented by placing a Sleeping Bag down which will stop Zombies spawning within a 15 block square. Zombies move twice the speed of an average walking player, so if you have no Weapons &/or Painkillers you will probably die. Note[edit | edit source] Since the A11 release Zombies are running based on sun angle rather than the Day/Night time. Zombies can start running around 18:30 or even sooner, so it is recommended to stay near your home or another secure location after 17:30 unless the survivor is well equipped with Stamina regenerating items (Coffee, Beer, Grain Alcohol, or Honey) and well armed/armored. As of version 12/13 this is not the case. In current version 13.6 - zombies run exclusively from 22.00 to 06.00. Temperature[edit | edit source] World temperature[edit | edit source] The world has a global temperature in Fahrenheit Degrees and is displayed in the map under map stats. This world temperature fluctuates per biome, per time of day, and gets colder and warmer the higher and lower the altitude. Wind speed can also impact the temperature which is also shown in the map screen maps stats section. Player Temperature[edit | edit source] The player has a core temperature in Fahrenheit degrees which is the world temperature +/- some modifiers and is displayed in the new character menu in the player stats section next to the thermometer icon. When the player gets too cold a snowflake buff displays in the lower right corner of the screen with the players core temperature next to it warning the player of his current status. When the player gets too hot a sun buff displays in the lower right corner of the screen with the players core temperature next to it warning the player of his current status. These buffs can also be seen and examined in the active buffs panel in the character screen. Temperature Modifiers[edit | edit source] Wearing clothing that has a negative insulation value will cool down the player and is desirable for hot weather survival (ex. the cowboy hat keeps the player cooler in the desert.) Wearing clothing that has a positive insulation value will warm the player and is desirable for cold weather survival. Getting wet by moving through lakes, rain, or snow will make the player wet and colder when he’s cold and cool the player down when he’s hot. Activity that uses stamina, like running or swinging a pickaxe, will warm up the player. Standing near a campfire or forge that is burning will warm up the player. All clothing will have a waterproof % capping how wet the player can get. Going indoors will warm you when you’re cold and cool you when you are hot. Exposure to direct sunlight will warm, and shade will cool, the player. Some foods and drinks have temporary core temp warming or cooling properties. F.E. drinking coffee warms you while water and goldenrod tea will cool you. Wind speed can also cool the player down and will be seen in the new map screen under map stats. Temperature Effects[edit | edit source] HEAT 90 degrees to 100 degrees Thermometer icon appears on screen to help you track the temperature. Your avatar will make "whew!" sounds to show that it is hot but there is no penalty at all. You do not need to try and keep your temperature below 90 degrees. 100 degrees to 110 degrees The Sad Sun icon appears on screen so that you know that you are losing hydration and will have to drink water more often. Your avatar continues to make sounds related to being hot but as long as you have plenty of water there is no need to remove clothing or armor or alter your playstyle while in this range. 110 degrees to 120 degrees At this point you lose hydration and stamina. You will get messages pleading with you to find shade, water, and to rest. 120+ degrees At this point you lose hydration, stamina, and health until you die. You can enjoy your time in the desert with no to very mild ill effects all the way up to 110 degrees. Thus, with smart use of yucca juice, shade, and oases it should be very manageable to stay within the range of 97 - 106 degrees and not have to change clothing all the time. COLD 40 degrees to 30 degrees Thermometer icon appears on screen to help you track the temperature. Your avatar will make "brrrr" sounds to show that it is cold but there is no penalty at all. You do not need to try and keep your temperature above 40 degrees. 30 degrees to 20 degrees The Snowflake icon appears on screen so that you know that you are freezing and will have to eat food more often. Your avatar continues to make sounds related to being cold but as long as you have plenty of food there is no need to rush to add clothing or alter your playstyle. 20 degrees to 10 degrees At this point you lose food and stamina. You will get messages pleading with you to get warm using clothing, shelter, and a fire. 10- degrees At this point you lose hydration, stamina, and health until you die. Play in the snow biome by maintaining a temperature range of 38 - 15 degrees which is totally doable using a fireplace strategically and getting to shelter when necessary. [1] Harvesting[edit | edit source] Harvesting is a new mechanic in 7 Days to Die that was introduced in A13. It allows you to harvest many many things in the world and give you better rewards then just smashing the items for scrap. Decayed Sedan[edit | edit source] You can Harvest it with a Wrench. You hit it like you normally would with the LMB You will see it make a different animation and you will start receiving parts in your inventory. Cars have 3 stages of breaking down now and give slightly different chances on items being harvested: Undamaged cars will give Scrap Iron, Leather, and rarely, random quality Small Engine and Lead Car Battery. Quality is not based on level. Damaged cars will give Scrap Iron, Spring, occasionally Oil, and rarely Brass Car Radiator. Frame cars will give Scrap Iron, Short Iron Pipe, Gas Can, and rarely Headlight. It doesn't matter where you stand to harvest the car (front/back/left/right side) you get the same chances. Air Conditioner[edit | edit source] You can Harvest an AC unit with a Wrench. It has one break down stage and will reward you with Scrap Iron and Short Iron Pipes. Animals[edit | edit source] You can Harvest any animal and receive Animal Hides, Meat, Animal Fat, and Large Bone You can use any blade-class weapons to harvest animal, such as Bone Shiv, Machete, Hunting Knife, and even Fireaxe. Oven[edit | edit source] Ovens can be harvested with a Wrench When you Harvest them you get Scrap Cable and Scrap Iron Toilet[edit | edit source] Toilets can be harvested with a Wrench When you Harvest them you get Short Iron Pipe and Scrap Iron Player Wetness[edit | edit source] The player can get wet by moving through water volumes in the world or by being exposed to some Weather as rain or snow overtime. To remove wetness: Must be inside an entirely closed space or 5-10 blocks away from open window/roof/door. Your temperature needs to be more than 40 for wetness to gradually decrease. Being close to fire won't affect wetness, only your temperature. Multiple campfire/forge heating effect doesn't stack. Having 2 or more campfires/forges won't remove wetness faster nor will it increase temperature faster. A house made of non-upgraded wood frames is considered a closed space even though zombie can still see you. Snow can also be used to make a closed space. A good strategy against snow biome before you have a base is to create a shovel and dig underground every time your wetness starts to accumulate or temperature starts to go below 45 and build a campfire. This way lumberjacks won't see you while you're waiting for your wetness to go down. Heat Map[edit | edit source] Some actions will generate "Heat" in the players area. Every chunk (~50*50 m^2) has a heat level. Over time the heat level decreases. But if the level is high enough some Screamers will investigate. If they find the player, they will screech and call a horde of zombies. It is important to know that the term heat in this instance does not mean actual heat, as in thermal energy. Rather it references a "heat map", a "graphical representation of data where the individual values contained in a matrix are represented as colors."[2]. It may be easier to think of it as "activity level." The higher the activity level, the more attention one gets from zombies. Actions that increase the heat level: Explosions Weapon fire noise Cooking Smelting Chopping trees Mining Building huge structures Killing and harvesting animals Fighting zombies Because it takes time for heat levels to dissipate and because the action of fighting zombies also generates heat, it is possible to get caught in a vicious (or virtuous, depending on your goal) cycle in which screamers continue to spawn and investigate and call more hordes as you continue to fight to eliminate them. Leveraging this is one way to generate a high zombie kill-count. Quality System & Leveled Crafting[edit | edit source] As of Alpha 11, 7DTD now features a quality system related to almost all gear and weapons, both crafted and looted. Item Quality Levels[edit | edit source] The quality system has six levels: Color Quality Item Level Grey Broken 0 Brown Faulty 1 - 99 Orange Poor 100 - 199 Yellow Good 200 - 299 Green Fine 300 - 399 Blue Great 400 - 499 Magenta Flawless 500+ The coloured ranges are only a generalisation and meant to help judge quality at a quick glance. However, an item's quality is based on a larger numerical scale of 100-600 rather than just 6 different tiers. For example, a 399 Fine (Green) weapon would do insignificantly less damage than a 400 Great (Blue) weapon. Gun Quality[edit | edit source] Gun Parts follow the same quality system, but average the gun quality across all parts. A pistol with 2 Flawless pieces of 600 Quality each and 2 Fine pieces of 300 Quality each will make a Pistol with a quality of 450. After implementing this in Alpha 11, Players can take all the parts from a disassembled gun as opposed to previously only being allowed to take one piece of the gun when disassembling and losing the other pieces, and easily replace a lower quality piece with a higher one once acquired. It is not uncommon to find a Faulty gun with one or 2 pieces of Great/Flawless parts, so it is advised to always check by disassembling the gun in the crafting grid output box before outright scrapping/discarding the gun. Leveled Crafting[edit | edit source] A13 As of Alpha 13, the quality of crafted items is based on the character's skill level progression and not the character's level anymore. Each skill level gives your item 6 more quality point than previous level and at level 100 you craft item at 600 quality. The game also track level progression which you can't see, but the quality of the item will increase by 1 for each 16% increase in level progression. For example, your skill of weapon making is 20 and you just leveled up, you will craft wooden club at 6*20 = 120 quality point. If you craft 3-4 more wooden clubs, you will notice that the quality becomes 121 instead of 120, although your skill level is still at 20. This is because you have reached 16% of level progression from 20->21 The number of items crafted needed to level up increases exponentially the higher your skill level is. For example, below is a table and chart for stone axe requirement to increase tool smithing. Skill Level Quality Level Approx Stone Axe Needed Total Stone Axe Crafted 0-17 0-100 320 320 18-33 100-200 410 730 34-50 200-300 562 1290 50-67 300-400 780 2070 68-83 400-500 1100 3170 84-100 500-600 1570 4740 The best strategy to increase any crafting-based skill is to spend some time gathering resources during the day and craft during the night. Tool crafting: stone axe (2 wood, 2 stones, and 2 grass). Stone axe can be used for fuel. Weapon crafting: arrows (1 stone, 1 feather, 1 wood) and wooden club (5 wood). Like stone axe, wooden club can be used as campfire/forge fuel afterwards. Wooden clubs requirement is 1.5x stone axe (therefore need ~7k wooden clubs crafted to reach max skill level) Clothing: any plant fiber armor (scrap it afterwards so you get plant fiber back) Leather: any animal hide armor Gun smithing: unlike other skills, gun smithing might be something you want to level manually using skill points as it is very expensive to level: It takes double-triple the amount of gunpowder-based ammo to be crafted compared to tool craft leveling with stone axe (3 gunpowder-based ammo ~ 1 stone axe, therefore referring to the table above, 600-900 gunpowder is required from skill level 0-17). Therefore, almost 15k gun powders are needed to raise your gunsmithing to 600. Note: The best place to get grass is the desert, because each cactus give you 20 grass and these are not difficult to harvest. It's also the best place to gather feathers because bird nests are more abundant and you can see them easily due to the lack of grass on the ground. To increase hitting-based skill (e.g. construction tools, mining, blade, or blunt) get some dirts and at night put the dirt in your base and hit repeatedly with cheapest of the item class you want to level. For example, use stone axe for construction tools, stone shovel for mining tool, bone shiv for blade weapon, and wooden club for blunt (It's advisable to increase the appropriate skill in crafting these items first so the durability won't be very low, especially if you're early in game and bone isn't easy to get). The reason for using dirt is so you can put it back after it's displaced. A12 The quality of crafted items is based on the character's level. The system takes the player's level and multiplies it by 10, then adds or subtracts up to 50 from that value: (Level*10) ± (<= 50) = Item Quality For example, a level 17 player can craft items with a quality rating as low as 120 (170-50) or as high as 220 (170+50). More on calculations here. The following items are not included in the quality system, crafted or looted, and appear with a good (yellow) quality: Mining Helmet Gardening Hoe Repair Tool Claw Hammer Nailgun Chainsaw Based on A13 previews, the Repair Tool will be using the quality system in A13. Player statistics[edit | edit source] There are four main player statistics (click on the links below for more information): Health Stamina Fullness Hydration Skill system[edit | edit source] As of A13 the new player skill system game mechanic has been introduced. Skill system consists of skills and perks. Skill levels range from 1 to 100 and are not affected by the player's overall level, but the overall level of the player increases as the individual skills increase. Each skill increases effectiveness of certain actions player might take, for example: Tool Smithing (Skill) increases the speed of tool crafting, quality of crafted tools, reduces quality degradation of tools due to repairs and increases the amount of repair value when repairing tools. Skills can be increased in two ways - by doing actions bound to that skills (crafting tools increases Tool smithing skill), or by investing skill points given when the player levels up. Perks on the other hand cannot be leveled up by doing specific actions bound to them, but instead they need to be purchased using skill points. Some perks have only one level while others can go up to level 5, where each level gives increased bonus compared to the previous level of that perk. List of skills: Archery (Skill) Armor Smithing (Skill) Athletics (Skill) Blade Weapons (Skill) Blunt Weapons (Skill) Construction Tools (Skill) Gun Smithing (Skill) Heavy Armor (Skill) Leatherworking (Skill) Light Armor (Skill) Medicine Mining Tools (Skill) Miscellaneous Crafting (Skill) Pistols (Skill) Rifles (Skill) Scavenging (Skill) Science (Skill) Shotguns (Skill) Tailoring (Skill) Tool Smithing (Skill) Weapon Smithing (Skill) List of perks: The Survivor (Perk) Run Forest Run The Camel (Perk) Quicker Crafting (Perk) The Fixer (Perk) Health Nut Sexual Tyrannosaurus Knife Guy The Decapitator Pummel Pete Concrete Mixing Steel Smithing Workbench 9mm Round Crafting 10mm Round Crafting .44 Magnum Round Crafting 7.62mm Round Crafting Shotgun Shell Crafting Leather Tanning Miner 69er The Outlaw Dead Shot Better Lead than Dead Fast Eddie Quality Joe (Perk) Boom Stick Splatter Gun Treasure Hunter See also[edit | edit source] Appropriate Tool Block Damage Character Level Crafting Creative Menu Chemistry system Cooking system Craft Timer Durability Enemy Damage Entity Damage Farming Forging Gear Hardness Harvest Crafting Menu Land Claims Loot Timer Map_Menu Mass Max Load Max Stack Mining Pure-Dur Stealth system Structural Integrity Links[edit | edit source] The new item db for 7 Days to die is operational and is great for finding item stats and availability. http://www.7daysdb.com/ References[edit | edit source] Jump up ↑ https://7daystodie.com/forums/showthread.php?35698-Weather-Survival-Demystified Jump up ↑ https://en.wikipedia.org/wiki/Heat_map Categories: Game mechanicsGuides Around The Web 4 POPULAR CARTOON CHARACTERS WITH DARK PASTS 6 VIDEO GAMES THAT GIVE YOU MORE THAN YOUR MONEY'S WORTH 'DRAGON BALL XENOVERSE 2' OFFICIALLY ANNOUNCED 10 EPIC VIDEO GAMES YOU PROBABLY NEVER FINISHED AROUND THE WEB 7 MARVEL MOVIE THEORIES THAT WOULD BE TOTAL GAME-CHANGERS 4 POPULAR CARTOON CHARACTERS WITH DARK PASTS 10 THINGS YOU NEED TO KNOW BEFORE SEEING 'DOCTOR STRANGE' 6 VIDEO GAMES THAT GIVE YOU MORE THAN YOUR MONEY'S WORTH 12 KEY CHARACTERS MISSING FROM MARVEL’S 'CIVIL WAR' Navigation menuPageDiscussion Share ViewEditEdit sourceHistory Search Go Main page Community portal Current events Recent changes Random page Admin noticeboard Version history Help Links Official site Game news 7DTD Forums Gamepedia Tools In other languages Deutsch Español Polski Русский Learn more about the upcoming sci-fi survival game No Man's Sky! 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