PC Announcement: Welcome 18.2 b5 to stable!

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Does typing dm in console and then using q key or the escape menu god check box fix it?

I will try typing dm then We.

This is my normal game it happens in, no special menu like where you can summon zombies or can teleport or set time. It's like I'm playing my normal game all normal stuff just completely unkillable with the little buff telling me so.

Thanks, typing dm in the console then q did infact work.

 
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Not sure if this is a bug that has been around for a while. Can knock trees down with the bicycle and the minibike. With enough speed, this can be done.

 
whos bug is it about bagpacks disapearing on death? crashing to desktop? crashing steam?
Backpacks are mine. The current bug for that I could not reproduce. Needs more testing.

Crashes depend on what code is causing the crash. Posting logs are the only way we can know that.

 
I will try typing dm then We.
This is my normal game it happens in, no special menu like where you can summon zombies or can teleport or set time. It's like I'm playing my normal game all normal stuff just completely unkillable with the little buff telling me so.

Thanks, typing dm in the console then q did infact work.
Great!

You can then just type dm again to toggle it off or exit/reload and it would be off.

 
Not sure if this is a bug that has been around for a while. Can knock trees down with the bicycle and the minibike. With enough speed, this can be done.
Normally that is not a bug. All vehicles can damage blocks at high enough speeds. If a tree has 1 health, then they could easily knock it down.

There also seems to be an issue when playing a game from 18.1 in 18.2, where trees in already initialized chunks have 1 health or something, so you could be seeing that too.

 
I am using a map from Nitrogen RWG and when I started my game, a lot of trees seemed to be moved or respawned in different locations. Also, a bunch of trees I had recently planted are all gone.

Anybody else seen anything like this?

 
Backpacks are mine. The current bug for that I could not reproduce. Needs more testing.
Crashes depend on what code is causing the crash. Posting logs are the only way we can know that.
i have in the bug reporting section.

 
Is anyone else getting issues with Land Claims not protecting bases for some people?

Am on a MP Dedi (PvE) and getting reports of people being able to damage doors and hatches to enter bases that are land claim protected (verified by an Admin) but are raided? These raiders are not allied with the victims and all server settings are default/normal.

We've tried to recreate it with no luck...surely this isn't just us?

 
Is anyone else getting issues with Land Claims not protecting bases for some people?
Am on a MP Dedi (PvE) and getting reports of people being able to damage doors and hatches to enter bases that are land claim protected (verified by an Admin) but are raided? These raiders are not allied with the victims and all server settings are default/normal.

We've tried to recreate it with no luck...surely this isn't just us?
Had similar event yes, and reported it. Sadly there will always be those that find it fun to just hack a game and raid things. We were lucky, since there was only one person online at the time of the transgression, so was easy to block and report him. Sadly not much that can be done about it other than that. Perhaps when the game content is done, and TFP start focusing on multiplayer more, they will get something in place to prevent this.

 
Just checking my steam client isn't telling fibs, is this version (a18.2 b5) both the current stable version and the latest experimental version ? When I switch the betas setting in the steam client there's a very small download and whichever one I chose I get 18.2b5 :)

Thanks

 
Is anyone else getting issues with Land Claims not protecting bases for some people?
Am on a MP Dedi (PvE) and getting reports of people being able to damage doors and hatches to enter bases that are land claim protected (verified by an Admin) but are raided? These raiders are not allied with the victims and all server settings are default/normal.

We've tried to recreate it with no luck...surely this isn't just us?
I didnt think little miss norti had any teeth? lol

Maybe useful ... dunno

https://7daystodie.com/forums/showthread.php?16080-Land-Claim-Block-Offline-Modifier-0-Infinite-Not-Working

 
I am using a map from Nitrogen RWG and when I started my game, a lot of trees seemed to be moved or respawned in different locations. Also, a bunch of trees I had recently planted are all gone.
Anybody else seen anything like this?


If Trees are generated in the REGIONS/Chunks in A18.1 then you jumped to A18.2 but didnt wipe the regions 1 hp trees will exist.

I just wiped all non-landclaim regions on my dedi... to reduce the issue (then only the landclaim area regions have the 1 hp trees)

BTW it was literally asked a page back in this thread...

https://7daystodie.com/forums/showthread.php?136444-Announcement-Welcome-18-2-b5-to-stable!&p=1073087&viewfull=1#post1073087

 
Sometimes I wonder if someone is sneakily putting things like the 1 HP trees in between experimental releases to easily weed through reports by people who continue old saves.

Could be just paranoia, of course. [hears shuffling feet outside] ...but then, maybe they really ARE out to get you.

 
Just checking my steam client isn't telling fibs, is this version (a18.2 b5) both the current stable version and the latest experimental version ? When I switch the betas setting in the steam client there's a very small download and whichever one I chose I get 18.2b5 :)
Thanks
The build number does not change, when experimental switches to stable. It is the same build.

 
The build number does not change, when experimental switches to stable. It is the same build.
I have a bunch of bugs/issues to report but I don't know if now is the time with you guys having that much on your plate.

FULL summary reads like this:

Upgrading (not repairing) with hammers does not decrease durability in hammers (not tested in all qualities),

Tree occlusion problem when planting a good bunch of them results in a sudden dissapearance when rotating camera and player can chop the ghost tree.

Business_burnt_02 having a rotating Zd of any class below the first stairs on the right.

Burnt forest burning pires are usually semi-floating when on slopes. (Happens often with burning ones).

One of the treasure map items that you find in the world has a typo (than instead of then) in one of the descriptions.

I have screenshots of all of them. When I test the hammer one further I will report.

 
Moin.

Great!
You can then just type dm again to toggle it off or exit/reload and it would be off.
Nope. Exit / reload doesnt end God Mode.

I've seen this im my game a bit before an just testet it now again:

Started my game, F1 > dm > Q > God Mode on. Flew around a bit, landed on my base, exited game without going out of God Mode first. Reloading the same game (also tested with completly ending 7 days before reloading the game) and God Mode Status is still shown on HUD, i'm not in fly mode but the character is still invulnerable. Jumping from my base and getting a broken leg that instantly heals. I also can walk over my iron spikes without getting damage. I have to do F1 > dm > 1st time Q > God Mode stays on and fly mode is now also on, i can fly around > 2nd time Q God Mode is off and stays off when logging out.

 
So the bunker that I made with all those auto turrets, mine fields, etc can now be made useless by way of a wrecking ball zombie spawning right behind me, one shotting me, then detonating his explosive to destroy my base and its bedroll potentially causing me to spawn 6 miles away with no weapons or ammo. Which when coupled with the fix to dying stopping bloodmoon spawns for 1 game hour meaning that for the rest of bloodmoon I could potentially deal with getting spawn killed by wrecking balls as the zombies can spawn while I am unable to move due to having to complete the obligatory "wiping sweat from the brow" animation that happens when spawning.

Fuuunnn

 
So the bunker that I made with all those auto turrets, mine fields, etc can now be made useless by way of a wrecking ball zombie spawning right behind me, one shotting me, then detonating his explosive to destroy my base and its bedroll potentially causing me to spawn 6 miles away with no weapons or ammo. Which when coupled with the fix to dying stopping bloodmoon spawns for 1 game hour meaning that for the rest of bloodmoon I could potentially deal with getting spawn killed by wrecking balls as the zombies can spawn while I am unable to move due to having to complete the obligatory "wiping sweat from the brow" animation that happens when spawning.
Fuuunnn
I don't get it. If you are killed again, zombies should stop looking for you again. Which means you have one full hour to wipe sweat from the brow.

Haven't heard about that one hour limit yet. Did you get that information out of the xml?

 
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