PC Alpha 17.2 B27 bug reporting thread

Random Crash to Desktop

Summary: Random crash to desktop

Version: 17.2 B27

Platform: PC

OS/Version: Windows

Game mode: MP, 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? no

EAC on or off ? on

Status: NEW

Bug Description: Game just randomly closes and goes to the desktop, no messages. Attached dxdiag and output logs.

Reproduce steps: Seems random, so not sure how to reproduce.

Actual result: Crashes to desktop

Expected result: Not to crash

View attachment 28179

View attachment 28180

output_log__2019-04-16__21-07-46.txt

DxDiag.txt

 

Attachments

Summary: White Pickett Fence upgrading into a reinforced wood block

Version: current stable

Game mode: MP Client; Dedi - RWG

Did you wipe old saves? y

Did you start a new game? y

Did you validate your files? y

Are you using any mods? y

EAC on or off ? ON

Status: NEW

Bug Description:

1a: Place a White Picket Fence, upgrade it. It turns into a stage two wood block.

1b: The Description of the WPF says that it can be upgraded.

2a: The Wood Farm Fence also upgrades into a stage two block.

2b: Farm Fence says it can be upgraded.

3a: Wood Fence can be upgraded but description does not say it can.

--- White Picket Fence & Farm Fence should not be upgradeable, and should have the description that the Wood Fence has. Wood Fence should have the description that the other two have.

Thank you, verified and reported.


-Hated

 
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Summary: Seeding a Container in a Quest House ruins the loot.

Version: current stable

Game mode: MP Client; Dedi - RWG

Did you wipe old saves? y

Did you start a new game? y

Did you validate your files? y

Are you using any mods? y

EAC on or off ? ON

Status: NEW

Bug Description: If someone seeds a loot container inside a quest building, the containers loot will NOT reset when the quest is started (and the prefab is reset). The loot inside that seeded container will remain unchanged with the seed inside.

Seeding is when a player loots a container of its contents, then places an item inside (typically grass or wood), to cause the container to ignore player presence, so that it will respawn loot faster. The goal is to seed, wait 30 ingame days then remove the seed, and wait 2 seconds, and the container will respawn fresh loot. Players started doing this many Alpha's ago to bypass the fact that having players near a container would make it respawn loot slower than 30 ingame days.

Normally seeding isn't a big deal, you just had to remember to check the loot again after opening a container that was seeded. But now, it's messing up loot for quest prefabs. If you open a container but dont take all the loot, the quest reset will clear it and refresh the loot, but if you loot it and place an item in, it breaks that container until the seed it removed.

 
Summary: A wood farm fence can be upgraded into a wood block

Version: a17.2 b27

Game mode: MP Client - Dedi - RWG

Did you wipe old saves? Yes

Did you start a new game? Yes

Are you using any mods? CPM (only impacts server management)

EAC on or off? On

Status: New (It could just a be a feature though) But I consider this a bug.

Bug Description: Wood farm fence can be upgraded into a wood block

Reproduce steps:

1) Have wood in your inventory

2) Craft a WOOD FARM FENCE

3) Use a tool to upgrade it

4) See that it becomes a wood block magically.

Actual result: Wood farm fence ends up turning into a wood block

Expected result: Not for it to be upgradeble or turn into a wood block if upgraded

Pastebin link: https://pastebin.com/ynbpfp3g

Imgur link: https://imgur.com/LpaO4Hs

Video: https://youtu.be/duOR33CgVz4

Thank you, verified and reported. I had my eyes white open when trying this, I expected it to happen, still somewhat got the jump on me.


-Hated

 
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ummary: The battery cancel bug

Version: 17.2 B29

Platform: PC

OS/Version: Windows

Game mode, sp (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 on or off ? off

Status: NEW

Bug Description: I gathering the resources to craft an minibike. I had an battery lvl1 and i put all the workbench and start the craft. I realize i can craft only lvl 4 items and i cancel the crafting and i put some points in the intelligence to make lvl 5 items. I see my battery level 1 turn out to level 4 after the cancel craft.

 
Summary: Wire fence randomly changes location

Version:

Platform: PC

OS/Version: Win

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 On

Status: NEW

Bug Description: The wire for the wire fence post trap shifts starting pole location though the pole itself does not relocate

Reproduce steps: Use electric fence posts. It takes time but does happen eventually. I cannot find exactly what triggers the move though I will note that it has only happened when they were actively shocking zeds

Images: https://imgur.com/a/Rz3sD0K

First pic: the wires are supposed to be (and were) running straight across the crete path. Instead, they went in a random direction shortly after the fist few zeds were hit by them.

Second pic was me following the lines. After about a km they simply end in nothing (third pic). The new rout was HOT too - they dealt damage as they were supposed to along the new path but it did not extend the entire way. Not sure how far the trap was still active. The wire is hard to see but they are there.

Final pic shows this happening another time with an entirely different set of wires. This one extended right through the trader for some reason (500 m from the poles themselves).

Both instances extended from the first post not the end post.

After returning to my base from looking for the end point the graphics had returned to what I expected - the trap running between the two poles down the crete path. However, the traps did not work. It was as though they were not connected at all though they still shown as active. Rewiring them did seem to fix it though I do not know how long it will last as I tested them by crossing the wire myself.

This has happened a total of 3 times to me on 2 separate games.

 
Summary: Mining Helmet is OP

Version: 17.2 B29 (and previous versions since either 17.1, or one of the 17.0 experimentals)

Platform: PC

OS/Version: Windows

Game mode, all

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: The Mining Helmet has the heavy armor protection stats (better than iron, worse than steel), but the penalties of light armor, _except_ for buff resistance, where it is slightly worse than military armor. In addition to that, it has the same amount of slots, despite having a built-in helmet light, which effectively grants it an additional mod slot. That makes it the best armor in the game in terms of cost/benefit, and the second best helmet in the game from a purely physical protection standpoint.

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.

1) Check the stats of the mining helmet vs the other helmets.

2)

3)

Actual result: As described before.

Expected result: It should have one less mod slot to account for it's built-in light, and protection/penalties should be in-line with either light armor or heavy armor, or, if mixed, it should have the _penalties_ of heavy armor, and the benefits of _light armor_, since it is not something specifically designed for combat protection.

 
Summary: Sleeper spawning in the bathroom is iffy

Version: 17.2 B29

Platform: PC

OS/Version: Windows

Game mode, sp (RWG)

Did you wipe old saves? no

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 the apartment_brick_6_flr, the sleeper volume index 22 doesn't always spawn all its zombies, which can make clear quests impossible to complete. It has happened three times to me, two of them while I did the quest stealthily, and once while I did the quest very fast. The issue might also be with sleeper volume index 25 -- these volumes overlap, and the golden dot on the compass is either inside 22, or on the corner of 25, but last time this happened to me, I'm pretty sure I killed three sleepers from volume 25, and only one from volume 22.

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.

1) Take a clear quest in the apartment_brick_6_flr

2) Raise stealth and archery stats to the maximum

3) Clean the building stealthily, being particularly careful when approaching sleeper volume index 22 (see screenshot).

A17.1_2019-04-24_00-11-29.jpg

(note that the screenshot is modded because I happened to have a modded version of 7d2d open when I decided to load the prefab on the prefab editor to check what's on the location of the golden dot -- I did not think of taking a screenshot of the golden dot itself when it last happened)

Actual result: Upon killing the last two zombies on the roof, a golden dot appears on the compass, pointing down. It's centered on the sleeper volume index 22, or, perhaps, on the SE corner of sleeper volume index 25, but no zombies spawn when approaching it.

Expected result: Quests finishes when killing the last two zombies on the roof.

Hey dcsobral !


Thanks for the report, the sleeper volume you are describing is buggy in A17.1, but fixed for A17.1 savegames in A17.2 b27.


 


Judging from your screenshot you ran into this in A17.1 ?



If you mark the volume, and hit "K" you can assign a dififerent sleeper group to it, which should cure the issue for a new A17.1 savegame you want to do.


 


-Hated

 
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Summary: Blood Moon messed up by hiders.

Version: current stable

Game mode: MP Client, Dedi, RWG

Did you wipe old saves? y

Did you start a new game? y

Did you validate your files? y

Are you using any mods? CPM - Server Moderation Only

EAC on or off? On

Status: NEW

Bug Description: I waited on making this report as long as I could to try and gather more intel. On both of our servers, I have observed this happening, and it isn't new to a17, this happened in a16 too.

Scenario: 3 players are online, two players are ready and prepared to take on Blood Moon, the 3rd player decided they don't want to fight the zombies, so they opt to hide instead. 22:00 rolls around, and nothing. No zombies spawn, period. They wait till 22:30, still nothing. Each player logs off and back on to make sure they are not causing the spawns to bug out*. When the player that was hiding logs off, the zombies immediately begin to spawn. The two fighters get about two waves before the spawns stop again, they wait an ingame half hour, one of them even gets out and runs around on the ground. When the hider joins the other two, BAM, Blood Moon performs as normal for the rest of the night.

I have seen this happen time and time again. The Blood Moon will be halted by people who are hiding. When they log off, it performs as normal. A good bit of the time the hiders don't cause much of an issue, other than detracting from the number of zombies that everyone else gets. We have a server limit of 100 zombies on the server at any given time, and when there are many people online, the zombies that the hiders get aren't being killed, so how ever many they get, is pretty much just less or slower number for everyone else. It's annoying, but if that's how they choose to play, then that's how they choose to play, we aren't going to force people to log off if they don't want to take part in horde night. But when a hider is breaking the entire event for the entire server, it's a problem.

We don't know why this happens, only that it's happening. But I felt it was time to report it.

I was going to share a paste bin of last night, but for some reason I don't seem to have any output logs past April 5th?

*We've learned from a16 that sometimes a player becomes bugged and when they relog, everything is magically fixed.

 
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Summary: Adding PIN unlocks vehicle

Version: 17.2 B27

Platform: PC

OS/Version: Windows

Game mode, MP dedi NAV

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 and No

EAC on

Status: NEW

Bug Description:

If you lock a vehicle, then add a PIN on said vehicle, it is still displayed as being locked to the player who placed the vehicle, but other players can pick it up as well as perform other actions. Entering a PIN resets the locked state on the vehicle but doesn't update the displayed state!

Adding a PIN, then locking the vehicle works.

We tried this on 2 separate dedicated servers, with and without small modlets, I was also able to pick up vehicles on other servers which were locked then had a PIN added.

Reproduce steps:

To reproduce in multiplayer with other players (doesn't matter if the player is or isn't in your party)

Place vehicle

Lock it

Set PIN

you can see the displayed icon of the vehicle as being locked, yet another player can pick it up.

Visible actions for the other player are fixing it (if damaged), set PIN, fill up, pick up and horn.

View attachment 28174

We were able to reproduce this with several other players on 2 different dedicated servers (windows and linux), it's pretty easy to reproduce as long as you have other players.

(Putting it here since I'm guessing the dedicated bug sub forum isn't really used)

 
Mining helmet light doesn’t show for other players

It is shown for other players. But inverted.

So my Helmet lights up on my buddys client when I switch it off.

When i switch it back on it goes dark for him.

This is fixed in A17.3, thank you.


-Hated

 
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Would love to see the skill point cost formula corrected.

Current formula appears to be:

INT[base_skill_point_cost * (cost_multiplier_per_level^level)]

Should actually be:

base_skill_point_cost * INT(cost_multiplier_per_level^level)

Difference might appear subtle but it makes a huge difference...

 
Lady Killer quest is impossible to complete if you use molotovs to kill them.

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

 


(edit added comment by
QA Tester-unholyjoe)

 


issue was reported and fixed.


 


thanks
:)

 


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





 
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I haven't seen anyone report this yet.

Version: 17.2 B27

Platform: PC

OS/Version: Windows

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:

Wandered into radiation zone and was unable to backtrack far enough to escape before death. After respawning a good ways back I was still dying of radiation. Died again. Respawn and same...died again.

Happened to client PC as well. Repeatedly died after respawn.

Finally ended up leaving the game as it was unplayable.

 
Rewrote

Cancel crafting may change quality of ingredients

My mistake, i put the wrong version of patch 17.2 b27

Need to add an repo details, you put all the stuff in workbench, you need to exit and enter to cancel the craft.

Summary: The battery cancel bug

Version: 17.2 B29

Platform: PC

OS/Version: Windows

Game mode, sp (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 on or off ? off

Status: NEW

Bug Description: I gathering the resources to craft an minibike. I had an battery lvl1 and i put all the workbench and start the craft. I realize i can craft only lvl 4 items and i cancel the crafting and i put some points in the intelligence to make lvl 5 items. I see my battery level 1 turn out to level 4 after the cancel craft.

Thank you, something is wrong there, I got a good repro on the issue and will get this reported.


-Hated

 
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Summary: ItemActionConnectPower.OnHoldingUpdate | Electricity Bug (WireTool)

Version: 17.2 B29

Platform: PC

OS/Version: Windows

Game mode MP Dedi

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

EAC on or off ? on

Status: Repetitive and apparently random if it occurs within a wipe or not.

Bug Description: On random instances something forces wiretools to go corrupt and spamming nullref errors:

NullReferenceException: Object reference not set to an instance of an object

at ItemActionConnectPower.OnHoldingUpdate (.ItemActionData _actionData) [0x00000] in <filename unknown>:0

at ItemClass.OnHoldingUpdate (.ItemInventoryData _data) [0x00000] in <filename unknown>:0

at Inventory.OnUpdate () [0x00000] in <filename unknown>:0

at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0

at EntityPlayer.OnUpdateEntity () [0x00000] in <filename unknown>:0

at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0

at GameManager.gmUpdate () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)
Everytime someone holds the wire tool the null ref spams. If its in inventory but not in hand its okay.

Fixes I tried:

Mod a replacement wiretool identical to the Wiretool: Not solved

Wipe Power.dat: Not solved

Erase all Wiretools in the world through ServerTools: Not solved.

So it seems like its not a specific wiretool thats corrupt but some electric block. However, since we're talking about blocks I can't just go erase electric blocks from the xml's since that will corrupt the chunks.

Previous Posts about this:

https://7daystodie.com/forums/showthread.php?68182-A16-Discussions-and-feedback&p=697766&viewfull=1#post697766

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=906419&viewfull=1#post906419

We had this issue in A16 too - but there I was able to delete the WireTool from the XML to despawn it completely. Now with the new mapping I can't do that (please find a way to erase items / blocks from the mapping too!). I'm running the most popular 7 days server and I'd love not having to wipe as people are queing up for hours just to get on it since we had the last wipe 2 weeks ago.

Happy to receive any recommendations.

 
This one isn't necessarily a bug, but it may be something that needs fixed. I was looking in a vending machine and saw that Coffee is a (5) cold resist, but Yucca Juice Smoothie was a (30) cold resist. Shouldn't Yucca Juice Smoothie be a heat resist?

Version: 17.2 B29

Platform: PC

OS/Version: Windows

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 ? On

Yucca.jpg

20190502183330_1.jpg

20190502183337_1.jpg

Coffee.jpg

 
This one isn't necessarily a bug, but it may be something that needs fixed. I was looking in a vending machine and saw that Coffee is a (5) cold resist, but Yucca Juice Smoothie was a (30) cold resist. Shouldn't Yucca Juice Smoothie be a heat resist?
Version: 17.2 B29

Platform: PC

OS/Version: Windows

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 ? On

View attachment 28312View attachment 28313
As the smoothie is made with snowberries and snowberry juice is a cold resist drink that is the difference between the smoothie and just regular yucca juice (in my mind at least).

 
Summary: Ammo Duplication / Fail to Switch Ammo






Version: 17.2 (b27)



Platform: PC



OS/Version: Windows



Game mode: SP, NAV (
occurs on all)

 


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

 

 


Bug Description: Using a Bow (Catapult / Launcher Class) and switching Ammo (Projectile) the previously loaded Projectile is fired from the Bow instead of the newly loaded Projectile. This applied to all three bows: Wooden Bow, Compound Bow, Crossbow.

 


This results in duplication of the Projectile (sticky retrieval) and unintended Damage + Effects, as the proper Ammo isn't being fired.


 


**Pretty certain the Rocket Launcher is affected too, being a Launcher class with Projectiles.

 

 


Reproduce steps: Load a Projectile into any of the Bows then switch to a different Projectile. Upon firing the bow, the previously loaded Projectile Ammo will be fired instead of the newly loaded. Switching off and back onto the Bow within the Toolbar results in the proper ammo firing.

 

 


Actual result: The previously loaded Projectile Ammo is fired instead of the newly loaded.

 

 


Expected result: The correct Projectile is fired from the bow instead of the previously loaded.

VIDEO DEMO:



Thank you, is reported in our database.


-Hated

 
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