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#7d2d
vettir · 2 months
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twitch_live
Streaming schedule for the week! Out a bit late, it does happen.
Wednesday, 7/17: Final Fantasy XIV! We take care of a few bits of fun, then we're off to deal with Magnai's BS.
Thursday, 7/18: Potentially Hades II, however other games are also on consideration (Crusader Kings 3, 7 Days to Die, Dyson Sphere Program, or something else). Feel free to comment or ask for suggestions!
Friday 7/19: Final Fantasy XIV! We should finish retaking Doma, then off to work on freeing Ala Mhigo!
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tekabecca114 · 2 months
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Seven Days to... Uh... Not Live? [Commission]
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7D2D-themed Commission for @tiamatgames
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jayshorrorgaming · 11 months
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youtube
🌊 Join Jay's Horror Gaming on an exciting adventure in Sunkenland as we take on the challenges of Day 6!
Join me as we embark on In Day 6 of The Voyager series, we return to the sunken mansion for some more looting, but little did we know that we were about to make a grave mistake. Our adventure takes us to another island where we encounter our first hostiles, and we quickly realize that we were not prepared for what was to come. Join us as we navigate through the treacherous waters of Sunkenland and uncover the secrets that lie beneath.
Don't miss out on the heart-pumping action and suspense that Jay's Horror Gaming has to offer! Join me for an action-packed episode filled with adventure, danger, and treasure! Don't miss out on the heart-pumping action and suspense that Jay's Horror Gaming has to offer!
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kandrathe-blog · 1 year
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#7d2d horde base specifications
Main secure base should be no less than 36 meters (12 x3 meter blocks) above the ground and pillars should not attract zombies in rage mode.
The dimensions of the elevated base structure will be 45m x 45m x 27m (15x15x9). There will be 2 levels with a ladder access to the upper level.
A 6m x 45m landing for zombies after crossing the approaches.
The base will be surrounded by 6m wide “deck” with bars on floor and a railing. At least 9m will separate the “deck” from the approach landing to dissuade the zombies from jumping onto the deck from the landing.
Pillars should have footings through the dirt layer to stone layer below.
All blocks are at least cobble stone.
Blocks within zombies reach are at least concrete eventually steel and plated for redundancy.
Load bearing blocks providing span stability are at least concrete and eventually steel.
All blocks will have (yellow) stability ( no red zones).
Have at least 2 secure melee kill positions with hatches.
Have at least 4 secure ranged sniper kill positions in darkness to maximize stealth.
Allows the players ranged visibility but also does not allow for zombie ranged projectiles.
The zombies will traverse a series of stairs or ramps that will wind up to a level equal or higher than the base roof.
These ramps and pathways will offer redundancy in case a portion of the structure is impassable.
Pathways begin 57m(19x3) from the base.
The pathways will rise 12m from the ground then towards the players for 33m. Then provide another 24m stairway plus 21m path away from the players and finally an enclosed descent of 12m with a 33m pathway towards the player ending 6m from the landing to be spanned with a door laying down flat. ( linear distance of zombies travel is 4+11+8+7+4+11+2+2 = 49 blocks or 147 meters).
The pathway spans of 33m (11 blocks) will need pillars for support such that the spans have stability.
Provide a secure area for storage that will not be hit by zombies projectiles. This will require interior walls within the base to separate the combat area from the safe areas.
Provide for an area for a generator and battery box that will not be hit by zombie projectiles.
Zombies descend covered stairs before final approaches to base to give players leg shots before the zombies can see the player.
Final approach is protected by 10 rows of electric fence. Fence damage is done at the terminus of the fence which could facilitate repair in a common hallway (15m x 36m).
Electric fences are secured behind hatches
Electric fences are repaired via secure access hallway
Roof will allow for spike traps to resist vultures
(Optional) eventually have 4 smg automatic turrets that can be accessible from within the base
(Optional) 4 spotlights shining on kill corridors
(Optional) 2 shotgun automatic turrets on roof to kill vultures
Access to base via ladder 2 meters above the ground
Access is protected by iron doors and eventually vault doors
(Optional) iron doors in horizontal flat orientation on kill corridors to enable or disable paths (eventually powered vault doors)
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fluffyapathybunny · 1 year
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I've been playing 7 Days to Die a lot again ever since A21 became stable. And I'm really enjoying it even though it's not completely what I was waiting for
CW: implied suicide attempt
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I attempted descriptions in the alts
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cannele · 2 years
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red-headed-mrs-den · 7 days
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Romantic sunset fight over a snow city.
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Modders that deserve some recognition. #Blaugust2024
Modders that deserve some recognition. #Blaugust2024 #7D2D #Creators #Gaming #Mods #Steam
Today’s post I am going to talk about a few modders that I use their mods for my 7 days to die games when I feel like playing. As some may know that I do from time to time play a zombie game 7 Days to Die. Reason I mod that game is well the backpack space sucks, and the toolbar is not that great. Plus let’s face it , there are a damn ton of mods out there for games that just make these games so…
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aywren · 2 months
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For today's Blaugust 2024, I talk about returning to 7D2D with the game's 1.0 release! 
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deepslateemeraldore · 7 months
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we are back to 7 days to die B-)
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wizardbenjamin · 1 year
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jayshorrorgaming · 1 year
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youtube
I Woke Up Practically Naked, Lost, ALONE, and Apparently in the Zombie Apocalypse.
Is this where my story ends? With me naked and eaten alive....
How long will I survive in a world full of zombies?
SERIES: 7 Days To Die Presents: Dj JustB in ZOMBIELAND
MEME'D FOR YOUR PLEASURE: Get Ready to Laugh & Scream: Memes, Music, Visuals, and More are ADDED, for an Unforgettable Experience 🤣😱🔥
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NEW VIDEOS DROP EVERY: TUESDAY, THURSDAY, & SATURDAY @ MINIMUM
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randomdoom · 1 year
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In case you missed it: A21 is on the way!
That’s right, the 7 Days To Die developers are once again showcasing the newest upcoming update. Some things I’ve noted are: trader locations looking different, older items (like the forge) have a new look, the skill tree is vastly different (focusing on your playing style), and no more empty jars. The update also gives you a reason to save up your dukes-- so maybe rethink before throwing those spare ducats in the forge.
There is no set release date, but rumor has it that it could be here in May... but no promises!
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fluffyapathybunny · 3 months
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Ugghhhh the 7 Days to Die 1.0 experimental build is so lovely ♡
It runs smoother thankfully, since my laptop is like 4 years old. Still has some hiccups but I'll iron them out.
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x0ura · 1 year
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So, I'm playing 7 Days to Die, and sometimes (it's happened I think 2 or 3 times now) when the airdrop happens; it just doesn't land. Like, it'll show on the map where it's supposed to be, but when I teleport there (yes I play with DM active, bite me) it's just flying away.
I don't know what causes it, but every time it happens I feel a sense of panic and humor. If anyone has an idea as to what can cause this, please let me know!
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kimquatz · 6 days
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trying to make my OC on Vroid because im crazy
bonus ponytail view
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