PC Alpha 17.2 B27 bug reporting thread

Summary: (Climb ladder to tight space attic (2 squares tall) close hatch lid while standing on it causes player to be wedged into roof and non mobile)

Version: A17 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 on

Status: NEW

Bug Description: Climb ladder to tight space attic, place hatch lid on ladder top, close hatch lid while standing on hatch causes player to be wedged into roof and non mobile

Reproduce steps: Climb ladder with hatch capping the top of ladder while standing on hatch lid wedges player into roof.

Only way out is to bust roof holding you.

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(edit added comment by
QA Tester-unholyjoe)

 


verified and reported


 


thanks
:)

 


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Last edited by a moderator:
Summary: Insta-complete queue in concrete mixerVersion: A17.2 B27

Platform: (PC or Mac) PC

OS/Version: Windows 7 Ultimate

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

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 ? Off

Status: NEW

Bug Description:

Accidentally found out how to insta-complete concrete mixer crafting

Reproduce steps:

Queued up several stacks, in my case I had ~200 concrete mix left in 3 mixers each. Queued another 999 twice in each mixer. Had cement left over and decided to re-balance the load and cancelled the first order in each queue and distributed what I had left between all mixers. When I opened each mixer a few seconds later (probably after the first item in the next stack had been made) all mixers had completed all stacks, ~2.5k in each mixer. Haven't tested yet if that works in other queues.

Update: Ok, verified that this works for workbenches too:

Queued 5 iron spikes and then 50 iron spikes. Cancelled the order of 5. Closed workbench. Waited until craft time for one spike had passed, opened workbench, all 50 spikes completed.
This also works with the forge. This does *not* work when crafting stuff in your personal inventory. If you want to cheat-craft something fast, just use a workbench instead of your personal inventory.

 
Perhaps this is known and part of the overall RWG / terrain generation overhaul but I couldn't find a specific reference...

Summary: Trees, resource rocks, cacti and possibly other terrain decorations are not being processed in sub-biomes when terrain is generated

Version: A17.2 b27

Platform: PC

OS/Version: Windows 7 Pro x64

Game mode: Single player (Navezgane and 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

Status: NEW

Bug Description: Whenever the terrain is being generated for a new map, whether it is NAV or RWG, subbiomes with tree, cacti, resource rock decorations and possibly others are not being processed as part of the subbiome. (Some subbiome decorations such as grasses are being placed) These (missing) types of decorations are only being processed as part of the main biome decoration pass. These decorations are, in fact, overlaying into the subbiomes as well.

Reproduce steps: Generate any new map RWG or NAV. Inspect areas of subbiomes to discover missing decorations.

Actual result: several decorations (trees, resource rocks, cacti) are not being placed into the terrain subbiomes. Main biome decorations are also overlaying into all subbiome areas

Expected result: subbiomes generating with the decorations defined within the subbiome definitions.

 
Here is the link to the video, hope it helps.





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(edit added comment by
QA Tester-unholyjoe)

 


as per your original report... verified and reported


 


thanks
:) video helped

 


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Anytime we had something like this happen on our servers (prior to 17.2, so far we haven't had this problem with a fresh map), we would have an admin teleport the vehicle, and it would be accessible again.
unknown if he knows how to teleport vehicle, if he doesn't how would he do this? and thank you PurgatoryWolf and thank you all in advanced

 
Summary: Salvage Operations Speed Description is Incorrect

Version: 17.2

Platform: PC

OS/Version: Windows

Game mode, sp NAV

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: Salvage Operations descriptions says it increases speed from 20% to 100%, but it actually increases from 10% to 50%.

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) Start a new game, get a wrench

2) Increase Salvage Operations to 5

3) Check wrench stats (using Modify)

Actual result: Wrench does 27 modified damage

Expected result: Wrench does 36 modified damage

A17.2_2019-03-13_11-30-47.jpg

 
Bug Description: Whenever the terrain is being generated for a new map, whether it is NAV or RWG, subbiomes with tree, cacti, resource rock decorations and possibly others are not being processed as part of the subbiome. (Some subbiome decorations such as grasses are being placed) These (missing) types of decorations are only being processed as part of the main biome decoration pass. These decorations are, in fact, overlaying into the subbiomes as well.
I'm curious, how are you checking what subbiome you are at?

 
I'm curious, how are you checking what subbiome you are at?
The grasses and small decorations do get populated, so you can usually tell based on that. Also, you could swap out the surface terrain in the subbiome and it will have a different map colour.

You can tell the larger decorations are only done in a separate pass because sometimes a decoration will get placed into a subbiome even though it is not listed in the subbiome decoration list. I’ve even seen a tree and a dead shrub occupy the same voxel space when this happens.

My guess is that it is because the larger decorations may need distant terrain considerations.

 
Summary: No buying price is shown when item cannot be sold to trader

Version: 17.2 (but present at least since alpha 16)

Platform: PC

OS/Version: Windows

Game mode, all

Did you wipe old saves? No

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? Yes (bug conditions not present unmodded)

EAC on or off ? off

Status: NEW

Bug Description: If the property "SellableToTrader" is "false", no price will be shown for the item while *buying* that item from the trader. Individual item prices are still shown, but total buy price for selected quantity is not. This cannot be reproduced in vanilla because none of the items sold by trader has that property.

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)

2)

3)

Actual result: (description of what is occurring)

Expected result: (what you expect to occur)

 
Summary: Perception 6, Hammer & Forge 3, No Workbench)

Version: 17.2

Platform: PC

OS/Version: Windows

Game mode Solo 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 on or off ? No

Status: NEW

Bug Description: cant access workbench w/ perception 6 and H/F 3

Reproduce steps: waited till rezsick was gone.. still nothing, logged out/in still nothing

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) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629199

2) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629535

3) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629800

Actual result: Failing

Expected result: make a workbench...

 
Summary: Dynamite does not have any effect in a land claim area.

Version: 17.2

Platform: PC

OS/Version: Windows

Game mode, Multiplayer tested only.

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 (bug conditions not present unmodded)

EAC on or off ? on

Status: NEW

Bug Description: Dynamite has no effect within a land claim area.

Reproduce steps:

1) Move to area on the map not land claim protected - throw dynamite on ground and ground blows up

2) Place land claim down next to blown up area.

3) Throw dynamite on ground after land claim has been placed, has no damage effect after it explodes.

 
Last edited by a moderator:
unknown if he knows how to teleport vehicle, if he doesn't how would he do this? and thank you PurgatoryWolf and thank you all in advanced
Oh I'm sorry. You cannot currently teleport non-player entities without a mod like CPM or BM. (i don't know why, wish TFP would add this into the base game.) These two mods are purely server management tools, nothing a player would need to install.

 
Quest Spawned Entities Killed by Buffs Fail to Reward Kills

Summary: Quest Spawned Entities Killed by Buffs Fail to Reward Kills


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 ?
ON

 

 


Status:
NEW

 

 


Bug Description: Quests/Challenges involving the killing of entities spawned by that quest/challenge do not count any kills by "Buff". This bug occurs with all buff kills. In the screenshot, the Molotov Cocktail is used to produce the example. Added second example using Torch (torch fire buff).

 

 


Reproduce steps: Start any quest/challenge requiring the killing of entities spawned by that quest/challenge then subdue the entities using any damage Buff weapon/item (Molotov Cocktail is straightforward).

 

 


Actual result: Buff Kills are not counted toward Quest Entity Kill Counter, resulting in failed/impossible to complete quests/challenges using any kind of damage Buff.

 

 


Expected result: The ability for a player to kill a quest spawned entity by any means they prefer, unless specifically required otherwise by that quest.

A17-2-2019-03-14-17-30-29.jpg


A17-2-2019-03-14-18-00-25.jpg


 
Last edited by a moderator:
Summary: Perception 6, Hammer & Forge 3, No Workbench)Version: 17.2

Platform: PC

OS/Version: Windows

Game mode Solo 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 on or off ? No

Status: NEW

Bug Description: cant access workbench w/ perception 6 and H/F 3

Reproduce steps: waited till rezsick was gone.. still nothing, logged out/in still nothing

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) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629199

2) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629535

3) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629800

Actual result: Failing

Expected result: make a workbench...
HF 3 states that you can make those items AT a workbench - not that you can make a workbench. in order to craft a work bench you need Advanced Engineering - your second picture indicates you are missing this perk.

 
Summary: Unfocused view through bars

Version: A17.2 b27

Platform: PC

OS/Version: Windows

Game mode, mp host/mp client/sp /client on dedi (RWG or NAV): 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? Yes, only small qty and recipe changes in the xml.

EAC on or off ? ON

Status: NEW

Bug Description: Whenever you look through wood bars, iron bars, or the fencing the view slowly goes out of focus. This happens with textures only a few meters away. Scoped in or not this still happens.

Reproduce steps: Walk up to any set of bars and look through. Wait about 5 seconds and it will happen.

Actual result: Textures within view will go out of focus and blur vision.

Expected result: At least textures within a given distance should stay in focus. Textures that are far off should slowly go out of focus but textures within 10 meters never should go out of focus.

I had a look at this and I think I know what the problem might be for you. Please check your depth of field settings. I've attached a photo to show what the difference is between depth of field being on/off. If this isn't the case here, please let me know. -Wretched Dollie, QA Tester TFP

 

 


w-wo-dof.jpg

 
Last edited by a moderator:
Summary: Dye mod doesn't affect vehicle appearance when placed down

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

Bug Description: When I put in a dye mod on my bicycle, the tint of it in the inventory does change in this case to blue, however when I actually place down in the world. The bicycle color is still the default yellow.

Reproduce steps:

1) Have a bicycle and a dye mod blue

2) Modify bicycle and put in the dye mod blue

3) Notice that the in the INVENTORY, the color of the vehicle is what it has been changed to blue

4) Place down vehicle in world

5) Notice that the color of the bicycle is still the default of yellow

Actual result: Color of vehicle not changing when placed in world with a dye mod installed

Expected result: Color of vehicle to have been changed in world when a dye mod installed

Pastebin: https://pastebin.com/TPBa5VAd

Pictures: https://imgur.com/a/uLd64wC


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(edit added comment by
QA Tester-unholyjoe)

 


i just asked about this... not a bug and is being investigated/discussed further.


 


thanks
:)

 


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





 
Last edited by a moderator:
Summary: 1. invisible bodies & 2. upgrading poi roofs issues & 3. invisible block issues

Version:

Platform: (PC )

OS/Version: Windows

Game mode mphost

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 (either way)

Status: NEW

Bug Description:

1. when wearing the white jacket the torso is completely invisible and you can see the backpack through the front of the jacket.

2. upgrading the roof of pois with metal roofs makes them turn into facing metal sheets and allows you to slip in from the roof

3. some pyramid blocks cause transparencies on buildings.

Reproduce steps:

1. if you put the white jacket on all stuff on your characters torso becomes invisible and you can see right through to the backpack on the back of your character.

2. if you climb onto the inclined roofs of pois with metal roofs you can upgrade he corregated metal from an incline to a 90 degree angle and access the building.

3. some pyramid blocks such as wedge tips, have one side thats transparent and when viewed through, the entire block is transparent.

a. technically it isnt a bug from my side of the game. so i'm unsure how my reports will help you fix either issue.

b. i'd get you screenshots, but i just wiped my game again.

c. yes i wiped my game, i'm making mods and between these mods i actually delete entire game files everywhere on my pc and reload the game from scratch. these bugs were in a brand new copy of the game on a singleplayer world with a completely unmodded game that was 100% brand new..

Actual result:

1. invisible torso

2. upgrade inclined roof to next tier flat metal panel roof

3. rotating wedge and tips causes flat side to become transparent

Expected result:

1. see literally anything on my characters torso, her bra, a tshirt.. no bra, anything)

2. upgrade to next tier incline roof

3. wedges and tips should not become transparent after rotating them.

[Attach bug screenshot and output log for ALL bugs please]

NO, its there, in the vanilla game and is brought to you by your design team

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(edit added comment by
QA Tester-unholyjoe)

 


actually we need far more then this... we do need screen shots of the block(s) in question and also a view of the poi where you find these issues.


 


we have to know where to look and at what to look and then hopefully we can repro the issue and get it reported. DBS screen shots are best if this is in navezgane for location reference.


 


#1 repro'd and reported



#2 repro'd and reported



#3 investigating still


 


thanks, hope you can help
:)

 


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Last edited by a moderator:
Summary: Game freeze

Version: Latest

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

Status: NEW

Bug Description: Game freeze during blood moon

Reproduce steps: Game crashes on BM. Happens every time on this save. No issues during first BM night. Attached last 2 freezes.

https://pastebin.com/HhtrkFzc

https://pastebin.com/hS7AEyWm

Can you try with 16 zombies instead of 32 and let me know what happens? _Wretched Dollie, TFP QA Tester

- late reply - did not see you guys respond. Problem persisted after reducing down to 12 zombies.

 
Last edited by a moderator:
Summary: buff buffInjuryKnockdown1, buffInjuryKnockdown2 allow to see through terrain

Version:

Platform: PC, Mac

OS/Version: Windows/Linux/mac

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

Did you wipe old saves? (yes/No)

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

Did you validate your files? (Yes/No)

Are you using any mods? (yes/No)

EAC on

Status: NEW

Reproduce steps:

1) dig underground

2) apply buffs buffInjuryKnockdown1, buffInjuryKnockdown2

Actual result: camera is out of terrain border

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

 


(edit added comment by
QA Tester-unholyjoe)

 


repro'd and reported


 


thanks
:)

 


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





 
Last edited by a moderator:
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