PC Alpha 17.1 B9 Stable bug reporting thread

Problems with accessing and losing items

Summary: (short description of bug) Can't access objects, items dissapearing, vehicles buggy, recurring bugs.

Version: 17.1 Stable

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac: Windows 10

Game mode, mp host/mp client/sp /client on dedi (RWG or NAV) Dedicated (NAV)

Did you wipe old saves? (yes/No) No

Did you start a new game? (Yes/No) No

Did you validate your files? (Yes/No) Yes

Are you using any mods? (yes/No) No

EAC on or off ? On

Status: NEW

Bug Description: Me and my friends often encounter a bug where we suddenly can't access or own bags after death and it especially happens with vehicles after we left the vehicle when we are scavenging. Our vehicles (4x4, hog, bikes and mini bikes), sometimes bug back to where we were earlier, also gets very buggy when riding them at times. Sometimes the games crashes for my mates and they suddenly lose everything on them, both toolbelt and backpack.

Reproduce steps: Can't tell, it doesn't always happen and I can't tell how to trigger it.

Press F1 to open the console, then type dbs

This will open a panel in game for you to type the bug in.

once done click ok

there will then be a SCREENSHOTS folder in the main 7 days folder.

1)

2)

3)

Actual result: (description of what is occurring): Crashing, results in losing items. Leaving vehicles, suddenly can't enter. After death, can't enter bag sometimes.

Expected result: To not lose items and be able to access our properties and ride smoothly within the world.

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(edit added comment by
QA Tester-unholyjoe)

 


been reported and is being investigated


 


thanks
:)

 


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transport is still somewhere nearby. You need to run exactly on the way back and you will enter 99% in transport. At the same time on the map I do not have the transport icon.

the same problem in a player, I wear 3 blocks to claim territory for this error

 
Playing co-op with my son on a new map, no mods. His map has an insane amount of trees EVERY WHERE inside buildings etc. My is normal. We are playing together on the same map. How do I delete his map so he can download it again or does anyone know of another way to fix this? BTW alpha 17.1 is amazing!
Bring up the game launcher....it has option to delete maps & such. Right click on the 7dtd shortcut in Steam to find launcher

 
Summary: Issue with charismatic nature affecting fullness
Version: 17.1 b9

Platform: PC

OS/Version: Windows 10 64Bit

Game mode, mp host/mp client/sp /client on dedi: RWG

Did you wipe old saves? No, continued from A17.0 stable

Did you start a new game? No

Did you validate your files? Yes

Are you using any mods? No

EAC on or off ? Off

Status: NEW

Bug Description:

Yesterday I was doing the bloodmoon with a friend of mine. We both have charicmatic nature, me level 1 and him level 2.

First of all the buff wasn't active all the time we stood nearby (within 15m range). Second, everytime when the buff icon appeared, I got the thirsty icon. Both lasting for around 5 seconds.

In the character screen I noticed the stats for fullness toggling between 138 and 148 everytime the buff icon (dis-)appeared.

Additionally none of us lost fullness during the whole bloodmoon phase.

Unfortunately I deleted the screenshots accidently holding the shift key.

Expected result: Guess what....
Sorry for replying to my own post, but I reproduced it and made screenshots. There you can see that charismatic nature not only boosts your max level of stamina, health, food & water, but also your current level of food and drink, which is wrong.

And also there is the thirsty icon, with full water level.

Last but not least, my buddy is standing right next to me, but the charismatic nature buff is not active!

A17.1_2019-01-26_22-47-50.jpg

A17.1_2019-01-26_22-47-55.jpg

Thank you for handing in the screenshots, please find my response on your original post.


-Hated
 
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Summary:Color for Party member distances on HUD not correct for other than default PartySharedKillRange

Version: 17.1 Stable

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac: Windows 10

Game mode client on dedi RWG

Did you wipe old saves? (yes/No) Yes

Did you start a new game? (Yes/No) Yes

Did you validate your files? (Yes/No) Yes

Are you using any mods? (yes/No) No

EAC on or off ? Of

Status: NEW

Bug Description: When players in your party are within designated distance to allow shared xp from kills, the distance next to each players name on the hud is white and becomes gray once they exceed that distance their distance is gray. If you change the PartySharedKillRange to anything but default, the color code does not change with the change in distance

Reproduce steps: Change the PartySharedKillRange to say 200 in the config file. Enter the game, add another player to your party. Walk a distance of say 175, the distance from the other player is within 200, you will get shared xp however the distance listed next to your party member remains gray. The distance still shows up white up until the default 100 but grays at 101 even though the effective range has changed.

Press F1 to open the console, then type dbs

This will open a panel in game for you to type the bug in.

once done click ok

there will then be a SCREENSHOTS folder in the main 7 days folder.

1)

2)

3)

Actual result: (description of what is occurring): All distances next to party members are gray in color at distances greater than 100m even if that range has been changed.

Expected result: Regardless of what value of PartySharedKillRange you set, as long as party members are within that range, their distance on hud should be white, only changing to gray when they exceed that distance

Thank you, will check this on my end and get this reported.


-Hated

 
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Electrical overload causes severe lag + Suggested fix (Fuse at source)

Summary: Electrical overload causes severe lag (Solar Bank, Generator, Battery Bank) [+ Suggested fix (Fuse at source).

Version: a17.1

Platform: PC

OS/Version: Windows 7

Game mode: client on dedi (NAV)

Did you wipe old saves? No

Did you start a new game? No

Did you validate your files? Yes

Are you using any mods? No

EAC on or off: On

Status: Known

Bug Description:

Overloading of electrical sources (Solar Bank, Generator, Battery Bank) will cause severe lag, especially for complex bases / electrical systems. This is a known issue from at least a16.

Below I have proposed a workaround to sidestep the cause of the lag.

I would like to propose an easy to implement solution to sidestep this bug:

Implement a "fuse" to each electrical source, which will auto shut off the power source upon an overload event.

Along with the auto shutting off of the electrical source, I would recommend that the game plays a sound cue (i.e. electrical zap, not too loud) to alert nearby players of the fuse tripping, as well as a text indicator letting surrounding players know that the fuse has tripped. A quick tutorial / tip showing up the first time upon the fuse tripping would help new players understand this mechanism.

To reset, the player has to find the electrical source that is off and turn it back on again manually.

I would like to recommend that the reset does not cost any resources to "fix", as modern electrical appliances and houses typically have reset-able fuse(s).

Ideally a visible indicator on the electrical source would help make it easier to identify the problem.

Examples: a red light or lack of a power indicator light, electrical "zaps" shown on the device zapping or Alternatively a lightning symbol popup floating shown above the device.

This will not fix the cause of the lag, but will allow the devs to sidestep the issue while allowing players to design bases and electrical systems however they want without worrying about lag inducing overloads.

Reproduction steps:

Wire up a solar bank (with cells) to a battery bank (with batteries), then connect as many downstream electricity consuming objects as possible until the power drawn exceeds the solar bank's generation capacity. The more complex the wiring involved (many relays/timers/sensors) the worse the lag induced. Installing multiple solar banks, battery banks and generators in the same area will help increase the lag and make it ... more noticeable.

Actual result:

Once electrical power drain exceeds generation capacity of electrical sources (Solar Bank, Generator, Battery Bank), the game will noticeably increase in lag. Extreme cases/electrical setups will drop game frame-rates to < 1fps and make it impossible to move. If memory serves me right, overloads in a16 would cause the game to "randomly" un-power devices connected to the power source until the power drawn drops below the generation capacity. Unfortunately this recalculation (or at least back in a16) keeps re-occurring, as each device turned "off" would trigger another round of recalculations.

Expected result:

Electrical power drains exceeding generation capacity should in real life, trip a fuse and cut off electricity.

In-game, we would expect the electrical system upon overload to also shutoff, or at the very least not lag.

My apologies if the above suggested fix has already been bought up before, or difficult to implement.

Thank you, will look into this.


-Hated

 
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Summary: Solar panels may sporadically work at night.

Version: a17.1

Platform: PC

OS/Version: Windows 7

Game mode: client on dedi (both RWG and NAV)

Did you wipe old saves? No

Did you start a new game? No(a17.0)

Did you validate your files? Yes

Are you using any mods? No

EAC on or off: On

Status: Sporadic bug since at least a16 (unreported?).

Bug Description:

Solar Panels may sporadically work at night, especially horde nights.

The solar panels seem to generate electricity based on ambient light levels? I noticed power being generated during horde nights with a brightly lit sky, as well as when lightning happens. It could have been a coincidence however.

If the solar panels do indeed generate power based on ambient light conditions in-game, I would like to recommend that they turn on/off along with the night/morning audio cues (or upon re-logging/loading the region upon entering, do a quick calculation to determine on/off state once only).

Reproduction steps:

Install a solar bank, hook it up with a load, watch the generated watts during the night, especially on horde nights.

Actual result:

Solar Banks may generate power sporadically during nights.

Expected result:

Solar Banks should stop generating power upon the transition to "night", then resume generation once morning arrives. Ideally the change should happen with the in-game day/night server set hours when the audio cues are played to indicate the day/night change.

Thank you, looking into this.


-Hated

 
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Summary: Bob the Angry Flower frowns on your shenanigans// typo in extract

Version: 17.1 b9

Platform: PC

OS/Version: Win7 64-bit server, Win10 client

Game mode: Client on dedicated server, RWG

Did you wipe old saves? No (b240 world)

Did you start a new game? No

Did you validate your files? Yes

Are you using any mods? Yes, none related to punctuation; just UI tweaks

EAC on or off: OFF

Bug Description: The description for Snowberry Extract says "Even it's side effects have side effects." Even it is side effects have side effects?

Reproduce steps: 1) read description of Snowberry Extract, 2) begin eye twitching

Actual result: Contraction for "it is" used instead of possessive form of "it"

Expected result: "Even its side effects have side effects."

Thank you, can confirm that glasses won't prevent twitching either, also reported.


-Hated

 
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Has anyone posted an issue with the nail gun giving you nails? With it in hand and facing a door but it not showing open close and hitting open button i get a nail over and over.

***************************************

 


(edit added comment by
QA Tester-unholyjoe)

 


yes this has already been reported


 


thanks
:)

 


***************************************





 
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Summary: Headshot damage multiplier is applied to dead animals

Version: 17.1 stable

Platform: PC

OS/Version: Windows

Game mode: sp

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? No

Are you using any mods? Yes

EAC on or off ? On

Status: NEW

Bug Description: Headshot damage multiplier is applied to dead animals.

Reproduce steps: Kill a dog. Targeting the body, harvest with a machete and count the number of hits it takes. Repeat with a fresh dog, but targeting the head. It should take the same number of hits to harvest the materials, but it doesn't.

Actual result: Animal carcass harvested more efficiently when targeting the head. Total resources harvested seem to be different, too.

Expected result: Which part of a dead body is targeted shouldn't affect how long it takes to harvest.

 
Goto Quest type no longer goes to correct POI as specified by id.

Summary: Goto Quest type no longer goes to correct POI as specified by id.

Version: Alpha 17.1b9

Platform: PC

OS/Version: Windows

Game mode: SP Local Navezgane

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? Yes UI, and attached modlet demonstrating issue : View attachment 27386

EAC on or off ? OFF

Status: NEW

Bug Description: The Goto quest type no longer goes to the POI as specified with the ID tag. The text will still state the correct POI, but the quest will always direct the user to a trader.

From what I can tell this makes it impossible to send quests to specific POIs now. This is a loss of functionality.

Reproduce steps:

Load modlet attached.

Open creative menu and find the 4 different GoHere quest notes.

Quest Note 1 goes to trader and works

Quest Note 2 goes to football_stadium and does not work

Quest Note 3 goes to gas_station6 and does not work

Quest Note 4 goes to cabin and does not work

Actual result: Accepting quest says to go to the right location, but always marks the trader

Expected result: Get directed to the POI the quest specified and as mentioned in the Locate text.

07817406933E1DFD232722654F53B9AA31FBE681


RELXIX_Quests_GoHere.zip

 

Attachments

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Missing items from toolbelt

Toolbelt items gone missing after relog

Did you wipe old saves? not sure not my server

Did you start a new game? on level 91

Did you validate your files? no just started game

Are you using any mods? not sure not my server

EAC on or off ? on

I just got on my bicycle then wanted to get off to get something from a chest then i got stuck couldnt move off my bike and then i had to restart the game and my toolbelt was empty all my itemes gone and i didnt die it just is no where i dont understand why this is happening and it happens alot when will their be a fix for this.

Thank you, this should be adressed in A17.2


-Hated

 
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Summary: Vanishing Bases - All or partial
Version: 17.1 b9

Game mode: MP Client Dedi - RWG

Did you wipe old saves? N - continue patch from b240

Did you start a new game? N - continue patch from b240

Are you using any mods? n

EAC on or off ? on

Status: NEW

Bug Description: This has happened on 3 seperate servers in the past week. We have had several reports from players on our servers that chunks of their protected bases are resetting to day 1. (15x15 area) inside their LCB radius. I know this can sometimes happen if there is an error that causes that chunk to not save properly, and the server doesn't know what to do, so it renders the default area there. This really sucks, but players have been trying to cope with losing part of their base. Now, recently we've had entire bases vanish. In one case, the player was at his base, left to do a quest or something, came back and it was gone, reset to day 1. 2 hours later it was magically back, but the LCB was dead. We've had other bases totally vanish, but as of yet, have not returned. We have been digging in the logs and cannot find any errors that could be causing this. I have advised each of these victims to make a bug report, with whatever information they can manage, but I also wanted to make my own as well, even tho I have no supporting information to provide. To me, this is game breaking, and can easily cause a player to no longer want to play. Losing all that hard work and all their stuff for some sort of glitch.

Thank you, I am taking all the info on this, I can get so we can hopefully resolve this one ASAP. Please feel free to contact me directly on the matter, if anyone has more info.


-Hated




Summary: Vanishing Bases - All or partial
Version: 17.1 b9

Game mode: MP Client Dedi - RWG

Did you wipe old saves? N - continue patch from b240

Did you start a new game? N - continue patch from b240

Are you using any mods? n

EAC on or off ? on

Status: NEW

Bug Description: This has happened on 3 seperate servers in the past week. We have had several reports from players on our servers that chunks of their protected bases are resetting to day 1. (15x15 area) inside their LCB radius. I know this can sometimes happen if there is an error that causes that chunk to not save properly, and the server doesn't know what to do, so it renders the default area there. This really sucks, but players have been trying to cope with losing part of their base. Now, recently we've had entire bases vanish. In one case, the player was at his base, left to do a quest or something, came back and it was gone, reset to day 1. 2 hours later it was magically back, but the LCB was dead. We've had other bases totally vanish, but as of yet, have not returned. We have been digging in the logs and cannot find any errors that could be causing this. I have advised each of these victims to make a bug report, with whatever information they can manage, but I also wanted to make my own as well, even tho I have no supporting information to provide. To me, this is game breaking, and can easily cause a player to no longer want to play. Losing all that hard work and all their stuff for some sort of glitch.

Thank you, I am taking all the info on this, I can get so we can hopefully resolve this one ASAP. Please feel free to contact me directly on the matter, if anyone has more info.


-Hated

I was one of those affected here.

on Wed Jan 23rd 4:24 pm MST I got a message that our base had been repainted, and was now back to natural land and we had lost everything.

There was a live LCB under it, so it should not have been painted.

Later that day at 7:47 MST, The old area was back, but the LCB was inactive and had to be replaced.

Summary: Base disappeared and the land was wiped, and the base and work reappeared later.

Version:b9

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac

Game mode: MP Client on Dedi - RWG

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? (Yes/No) No

Are you using any mods? Yes - CBSM & BCM

EAC on or off? On

Status: NEW

Bug Description: The base and a section of land around it reverted to default untouched land, then a few hours later, returned to what we had worked on before.

One of our teammates noticed it was missing at 4:24pm MST Wed Jan 23. and it returned by 7:47pm The same day.

Reproduce steps: We have not been able to reproduce it.

Press F1 to open the console, then type dbs. This will open a panel in game for you to type the bug in. Once done click ok, there will then be a SCREENSHOTS folder in the main 7 days folder.

1)

2)

3)

Actual result: (description of what is occurring)

Expected result: (what you expect to occur)

Read more: http://allnightgamers.boards.net/thread/64/bug-reporting-on-7d2d-forums#ixzz5dpAgIScR

 
Summary: No category for mods

Version: 17.1 B9

Platform: PC

OS/Version: Windows

Game mode, N/A

Did you wipe old saves? yes

Did you start a new game? yes

Did you validate your files? yes

Are you using any mods? no

EAC on or off ? off

Status: NEW

Bug Description: In creative mode, when "All Items" is selected, the categories (Tool/Traps, Resources, etc) do not include mods.

Reproduce steps:

Press F1 to open the console, then type dbs

This will open a panel in game for you to type the bug in.

once done click ok

there will then be a SCREENSHOTS folder in the main 7 days folder.

A17.1_2019-01-27_15-43-12.jpg

1) Enter Creative

2) Select All Items

3) For each category filter shown (Tool/Traps, Resources, etc),

3.1) Select category

3.2) Type "mod" in the search box

Actual result: Mods can't be found anywhere

Expected result: Mods found somewhere

 
Summary: Trees Planted on second floor cannot be harvested on second floor

Version:

Platform: PC

OS/Version: Windows

Game mode, client on dedi RWG

Did you wipe old saves? yes

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? No

EAC off

Status: NEW

Bug Description: If you plant a tree on a roof of user-made building on top of a pillar, when trees mature you must harvest them by destroying pillar blocks on first floor then chopping the trees. You cannot chop down trees from second floor.

Reproduce steps:

1) Build square building using any block types....say 13 x 13 x 13

2) Place floor to roof pillar using flagstone blocks(block type not critical but this is what I use)

3) Go to roof and put one piece of soil, type doesn't matter, on top of pillar

4) Plant blue spruce seed on piece of soil....blue spruce gives dramatic effect compared to other seeds

5) Leave chunk for a period of time until seed grows to second stage of growth

6) Enter first floor of building, notice branches and leaves fill the first floor even though tree planted on roof

7) Go to roof and try to use axe on tree....you hit soil no matter how high on tree you try to chop

8) Go back to first floor, destroy a block midway of pillar....now you can chop down the tree in the space where the destroyed block was. As the tree falls, it attempts to rise back up to roof where planted before falling over.

Actual result: It seems that if you plant a tree on top of a user building, when it grows it snaps down to the ground rather than growing from placed soil. If you have several trees planted on a roof, your entire first floor will be filled with limbs and leaves to the point of not being able to see anything in that room.

Expected result: If you plant trees on a roof, you should be able to harvest on the roof, not have the trees grow downward.

Side note: If a player is on the roof next to the tree and another player chops down the tree via the first floor, the roof player is very often tossed off the roof. None of what I spelled out occurred before A17 and has been present in every version of A17

Thank you, continued "talk" in the screenshot ticket.


-Hated

 
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Summary: Buried supplies quest

Version: A17.1 b9

Platform: PC

OS/Version: Windows 7

Game mode sp RWG

Did you wipe old saves? yes

Did you start a new game? Yes

Did you validate your files? No

Are you using any mods? no

EAC off

Status: Newish

Bug Description: if you have multiple buried supplies quest when you locate the first stash you obtain multiple white river supplies, one for each BS quest you have active, the following stash had to be find in order to complete the quest but do not contain white river supplies

Reproduce steps:

1) take 2 quest buried supplies from 2 trader

2) find one of the stash

3) gain 2 white river supplies

4) go find the second stash

Actual result: if you have x quest buried supplies you gain x white river supplies from each stash

Expected result: even if you have multiple quest active you should find one white river supplies

***************************************

 


(edit added comment by
QA Tester-unholyjoe)

 


this has been reported and fixed for future patch.


 


thanks
:)

 


***************************************





 
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Summary: Massive Frame Drops when you looking at the Bridge

Version: 17.1 b9

Platform: PC

OS/Version: Windows

Game mode: MP/SP

Did you wipe old saves? y

Did you start a new game? y

Did you validate your files? y

Are you using any mods? n

EAC on or off ? y

Status: NEW

Bug Description: Build 2 Bridge and look at her (20-30fps). Environment ~50-60fps

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(edit added comment by
QA Tester-unholyjoe)

 


hi Turbiii,



can you provide more info. such as various DBS screen shots of "Bug Description: Build 2 Bridge and look at her (20-30fps). Environment ~50-60fps"



to show size, how it was built, navezgane or rwg, near any major pois, etc...



also types of blocks used to build.



built in game or thru the prefab editor.


 

 


thanks
:)

 


***************************************





 
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Summary: Broken prefab reset on quest start

Version: 17.1 B9

Platform: PC

OS/Version: Windows

Game mode, SP

Did you wipe old saves? yes

Did you start a new game? yes

Did you validate your files? yes

Are you using any mods? no

EAC on or off ? off

Status: NEW

Bug Description: On quest start, the resetting of the prefab "broke" it. Half of the prefab became either air or sand (the terrain in the location). Damaging visible blocks caused adjacent "invisible" prefab blocks to turn from air back to what they were supposed to be. Cobblestone tarp blocks in the "sand" region remained, but couldn't actually be hit.

Reproduce steps:

Press F1 to open the console, then type dbs

This will open a panel in game for you to type the bug in.

once done click ok

there will then be a SCREENSHOTS folder in the main 7 days folder.

A17.1_2019-01-23_17-07-43.jpg

A17.1_2019-01-23_17-08-08.jpg

1) No clue how to reproduce it. Check debug shots for seed and quest name -- if there's a way to add a particular quest on a particular prefab, I could try that on my seed, but I'm unaware of a way to do so.

It can also be seen on video

, though the video will only be published tomorrow (Jan 29th).
Actual result: Prefab blocks turned to air and sand (sounds biblical).

Expected result: No religion in my quest. I mean, prefab resets normally.

 
Does anyone happen tp know what causes the unabler to connect to steamworx.net error? I always end up getting it on linux, then with no changes whatsoever, I will reinstall the server and it goes away.

 
Does anyone happen tp know what causes the unabler to connect to steamworx.net error? I always end up getting it on linux, then with no changes whatsoever, I will reinstall the server and it goes away.
I get this from time to time, but it's never the server with the exception of a corrupted world, I've had a few. Restarting Steam often fixes it. In extreme case, changing to a different seed/world likewise fixes problems. Sometimes just waiting without doing anything at all works. But I've never seen anything get fixed by reinstalling the server, at least not on Linux.

The Linux client has problems from time to time telling if Steam is connected or not. I don't think that is the problem you are describing, though, because it tells you that Steam is not logged in. When this happens, Steam is working fine, and other Steam games likewise work fine. Just not 7D.

 
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