PC Alpha 17 Stable B240 bug reporting thread

Motion Sensor -> 1x1 Trigger Plate -> Dart Trap = Dart Trap Always Powered

Summary: Motion Sensor -> 1x1 Trigger Plate -> Dart Trap = Dart Trap Always Powered

Version: A17 (b240)

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? Unofficial XML Fixes by Clockwork Orange

EAC off

Status: New, as best I can tell

Bug Description: Wire a 1x1 trigger plate as a child of a motion sensor parent to trigger a dart trap wired to the 1x1 trigger plate. Instead of the dart trap only being powered by the 1x1 trigger plate from motion sensor tripping and powering the 1x1 trigger plate, the dart trap will run continuously. I have tried all possible combinations of settings on the 3 components and the dart trap still runs continuously.

Reproduce steps: See bug description above.

Actual result: Dart trap is continuously powered and on

Expected result: Dart trap should only get powered if the motion sensor is tripped, thus powering the 1x1 trigger plate and subsequently the dart trap if/when the 1x1 trigger plate is tripped.

 
Unfixable by XML problems that require Fataal's attention.

1. Class/Property restriction. I noticed certain properties like plant.growing, damagetaken, and DowngradeBlock require a certain class to be active, but I cant understand WHY. Why not just have all the aspects of a block or entity expressed through properties, you're only saving a few lines of code stuffing a bunch into a class.

Now I can't use the DowngradeBlock property on trees (in order to make certain sized ones leave behind a stump), because it requires some other class then what they have. This isn't the only class restricted problem i've had, and it's supremely annoying!

2. Land Claim Block/Sleeping Bag functionality. Things like whether zombies can spawn, what blocks restrict zombie spawning, and how many land claim blocks can be active need to be XML editable. I Understand you feel the need to make it a certain way to restrict pvp exploiting, but what about co-op/single player people who use multiple bases in different areas? Making it XML controllable will alleviate this problem for a huge chunk of players.

How Screamer spawns also fall into this. Having them be able to spawn zombies inside a walled off area is THE most annoying aspect of the game. Have them follow the no-spawn zone rules, it's something XML edits cant fix.

Those are the two big ones, aside from bugs like fixing cobblestone quarter blocks and others, that is what needs addressing by the devs that CANT be fixed by XML editing. IMO this should be a priority over any game balancing, because players are already capable of changing that to their liking. I just hope ya'll are already on these issues, and if anyone can think of anything that's hardcoded that needs addressing, feel free to share.

 
Here's another one: In gamestages.xml it seems the daysAliveChangeWhenKilled line does not accept negative integers. IE, I cannot make it ADD to the gamestage on death rather then reduce. I feel itd be a FAR better punishment then the current near death penalty (which I removed for being way too annoying). isnt it a bizzare punishment to have an even more boring bloodmoon horde because you died??

 
Had a blue screen in my video driver while playing; nvlddmkm.sys (DRIVER_IRQL_NOT_LESS_OR_EQUAL).

I was playing coop with my wife. Came back and my wife's save was corrupted, she was level 1. I was stuck in place near my last spot in the game. I could hear and see my minibike, but I could not move. I was riding it shortly before the crash.

Pimps, please, keep multiple backups, not just one. When the player tries to log in the first time after a crash, they overwrite their last good save.

As a developer myself, may I offer a solution to the very frequent save corruption problems people complain about?

Use a transaction system for your saves. You could, for example, keep a tiny text file in the save directory called id.txt or whatever; the name is unimportant. The id.txt file just contains the player's save game filename, e.g. "PLAYER_DATA=7623526266648445.ttp"

Here's your algorithm to avoid 99% of player save file corruption:

* The game engine decides it needs to update the player's save data.

* Save the updated player data to a new file, like 7623526266648445.ttp.temp or 7623526266648445.ttp.1

* Once the file has completed saving, update the text inside the pointer file, id.txt to point to the new file.

If the id.txt file gets corrupt, it's an easy fix AND it's trivial to verify by the engine before launching. If the player file doesn't finish writing, it's okay because the pointer won't update either, so the game can discard or ignore that failed write.

 
Summary: Quest not workingVersion: A17, B240 stable

Platform: PC

OS/Version: Windows

Game mode: MP

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:

A level 5 quest "Clear area and retrieve supply" does not work correctly, as the last zombie indicated on the compass does not spawn and thus the quest can not be finished. This happened twice and so far only in the building "apartment_brick_6_flr". The last zombie is shown to be somewhere the bathroom on the second floor of the building but unfortunately it does not exist.

Reproduce steps:

* Get Level 5 Quest of this type from the trader

* If it spawns in the building mentioned above, the error happens.

Actual result: Quest can not be finished because one Zombie is not killable

Expected result: To be able to kill all targets and successfully finish the quest
I made this quest today on single player and was a good one, Sadly it's broken.

 
Summary: AI, Zombies go for torches

Version: A17, B240 stable

Platform: PC

OS/Version: Windows

Game mode: MP

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:

Zombies dig through the earth, specialy the screamers, even no player is located in an area of 50 blocks.

Reproduce steps:

1. Dig a long tunnel about 20 blocks under the surface. Use reinforced concrete for the ceiling and walls.

2. Place some torches in a small area of the tunnel.

3. Hide in a section of the tunnel around 30-50 blocks away from the torches.

Actual result:

https://7daystodie.com/forums/attachment.php?attachmentid=27191&d=1547742188

Expected result:

Zombies won't dig pointless through the surface for some torches.

 
Summary: AI, Zombies go for torchesVersion: A17, B240 stable

Platform: PC

OS/Version: Windows

Game mode: MP

Status: NEW

Bug Description:

Zombies dig through the earth, specialy the screamers, even no player is located in an area of 50 blocks.

Expected result:

Zombies won't dig pointless through the surface for some torches.
i believe this is working behavior as intended. did u know torches generate a "heat signature" ? idk if there is any documentation on heat signature but i'm pretty sure its part of the mechanics. my friend made a screamer spawn cheese and used a bunch of torches and campfires and when u turn em all on you get a LOT of screamers , which = a lot of zombie... [not a bug]

*edit https://7daystodie.gamepedia.com/Heatmap :)

 
Last edited by a moderator:
i believe this is working behavior as intended. did u know torches generate a "heat signature" ? idk if there is any documentation on heat signature but i'm pretty sure its part of the mechanics. my friend made a screamer spawn cheese and used a bunch of torches and campfires and when u turn em all on you get a LOT of screamers , which = a lot of zombie... [not a bug]
Correct.

 
@savemulder

I agree, but it seems to be a bug or inconsistency, because of this sentence in the shared Wiki-Link:

"Note: This is also very likely to be changed at some point in the future, making too much activity draw full on hordes to the player's area."

And in my opinion it makes no sense to have a heat signature of candles and torches 20 blocks underground. The earth is a good insulation. But thanks anyway for the information about the heat signature, I did not know this mechanism exactly. In Alpha 16.4, where zombies could not dig vertically, there was no such problem.

 
Summary: Land claims possibly reseting chunks

Version: A17.0

Platform: PC

OS/Version: Windows

MP, 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

Status: NEW

Bug Description: Several chunks with land claims reseted to their original state erasing anything added by player and ruining bases. Happened several times, at different times / servers and some other players had this same issue.

Reproduce steps: No idea, it happened several times, land claim was the only thing those places had in common, but other areas on server with land claims were fine, so maybe it depends on several factors.

There is forum thread about this bug possibly with more info.

https://7daystodie.com/forums/showthread.php?104906-Portion-(-25-)-of-two-bases-reset-regardless-of-landclaim-block-being-present

Actual result: Chunk reset deleting portion of my base.

Expected result: No chunk reset?

 
Summary: Tobii eye tracking not working

Version: A17.1

Platform: PC

OS/Version: Windows 10 64 bit home

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: Tobii eye tracking does not work as of A17 updates causing constant errors making the game unplayable so long as it is enabled.

Reproduce steps: Download tobii eye tracking software and use eye tracker.

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.

Actual result: unable to do anything in game due to constant errors overriding controls

Expected result: have the feature work as it did before in A16.4.

PasteBin of errors: https://pastebin.com/q25SZJKA

A17.1_2019-01-21_02-23-14.jpg

 
dont know if it is working as intended , but with 1 stack of gas Barrel+ barter lvl 5 + cigar + experience pot , you usually insta lvl up to 300 selling and buying, with the perks and skills points overhaul is gamebreaking.

 
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