V3.0.0 b259 EXP Update

My group is 3 of us on a server and we’ve never once experienced a bug where we could only do quests started by an ally but not be able to initiate one ourselves.

My group is 5 and I had one player get to that point. There are two new players in the group and its hard to piece together what they've done after the fact. Neither completed the tutorial achievements until later. One didn't realize it was a tutorial. Another didn't prioritize doing it. They quested with others and finally one wondered why they couldn't get any quests for themselves. We ended up deleting his save and restoring his character via commands and I think that fixed it, but getting a conclusive description from them isn't always easy. It might be related to a death during that quest, or during a tutorial, or... I have no idea.
 
My group is 5 and I had one player get to that point. There are two new players in the group and its hard to piece together what they've done after the fact. Neither completed the tutorial achievements until later. One didn't realize it was a tutorial. Another didn't prioritize doing it. They quested with others and finally one wondered why they couldn't get any quests for themselves. We ended up deleting his save and restoring his character via commands and I think that fixed it, but getting a conclusive description from them isn't always easy. It might be related to a death during that quest, or during a tutorial, or... I have no idea.
Not being able to get quests until completing the tutorial quest has been that way a long time... I think all the way back since when they changed to doing challenges for the tutorial. But if they never get that tutorial quest just because they did a shared quest first, that may be a new bug, or is one that has been there all along. Were they entirely unable to complete the tutorial challenges and turn them in and get that initial buried supplies quest? Did they cancel that quest? I'm wondering if it's user error or a bug.
 
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On a dedicated server you cannot change a sandbox setting after the world is generated. The value is baked into the save at world-gen and there is no supported way to change it on a live world after it starts, The code is baked into the main.ttw on world generation.

Changing any sandbox Setting in the serverconfig gets overridden on every boot, and setting it live with a console command reverts on the next restart.
The only way to actually change a sandbox setting on dedicated is to wipe and regenerate the map.

That's the bug, and it's a real problem for anyone running a persistent server.
Concrete example from my seed: I had QuestsPerTier set at 15. That runs straight into the bug you confirmed a couple posts up, over 10 breaks traders. So, 15 was baked into the save.
There is no way on a dedicated server to change that value on the live world without resetting the map.
This has not been my experience. After shutting down the server, and changing the sandbox code in serverconfig.xml, and restarting the server, WITH NO OTHER CHANGES, the new sandbox code is respected and used as intended.

That is not to say you have not experienced it, but to say changing ANY sandbox setting gets overriden is inaccurate.

I did NOT confirm OVER 10 breaks traders, i confirmed that UNDER 10 requires an simple xml edit alogside it to make it work as I think it was intended. I personally set it to 7 via sandbox and xml without issue.

Why not try the simple xml edit alongside the sandbox setting that I suggested? Not saying that it's not a bug but it's a simple workaround. Maybe it will solve your biggest problem

I have no experience nor desire to gain experience with setting it over 10, due to my limited play time I prefer a much faster progression than vanilla not slower.
So that's two sandbox bugs compounding: a setting that breaks over 10 and no way to change a baked sandbox setting on a live dedicated world.
Both from my own experience, both 3.0.
Agreed, the first one is a bug and should be addressed by the devs.

However, I personally have not experienced being unable to change sandbox codes post RWG. I have changed mine at least 4 times without issue, and without needing to regenerate the world.
The second one is the bigger issue and it's the specific answer to your question: on dedicated, a wrong sandbox value can't be corrected without destroying everyone's progress.
Maybe there's a misunderstanding here...When you say "wrong", do you mean wrong in the sense that the code you made in the sandbox on a client, and then copied and pasted into the serverconfig.xml, did not actually take effect?

Or do you mean that somehow you came up with and actually invalid code outside of the client sandbox settings, that waqs not accepted when you pasted it into serverconfig.xml?

It's an important distinction.
 
Unrelated to the current convo, just wanting to make sure I'm clear on this.

@schwanz9000 @faatal For weapon/tool/armor/vehicle mods with quality levels, are there plans in place for later to allow us to craft higher quality versions of these, or is the plan only to have them findable via looting and trader purchase?

And if it's the latter, are there any mods that will ONLY be available as quality 1? Been looking for a higher quality fuel saver and higher quality drone stun mod, but haven't had any luck yet.

No "current" plans to allow quality crafting of item mods. The idea with these was to make looting a little more exciting.

Vehicle mods can be found in workbench, Pass-n-Gas crates, and zombie loot.
Drone mods can be found in Mo Power crates around loot stage 150.
I'll see if I can work these into a few more lists.

We only have the vehicle and drone mod schematics in the trader inventories.
I'll add the actual mods to the trader lists.
 
Maybe there's a misunderstanding here...When you say "wrong", do you mean wrong in the sense that the code you made in the sandbox on a client, and then copied and pasted into the serverconfig.xml, did not actually take effect?

Or do you mean that somehow you came up with and actually invalid code outside of the client sandbox settings, that waqs not accepted when you pasted it into serverconfig.xml?

It's an important distinction.
the distinction for us was 2 things on a populated live world:
  • (a) Swapping the SandboxCode disrupted existing systems — LCBs became effected, other settings went sideways.
  • (b) It changed the QuestsPerTier value but did NOT fix the already-broken traders — the damage from having run at 15 was already baked into the trader/quest state, and lowering to 10 didn't undo it.
 
the distinction for us was 2 things on a populated live world:
  • (a) Swapping the SandboxCode disrupted existing systems — LCBs became effected, other settings went sideways.
  • (b) It changed the QuestsPerTier value but did NOT fix the already-broken traders — the damage from having run at 15 was already baked into the trader/quest state, and lowering to 10 didn't undo it.
Can you be more specific? As in, you changed the sandbox code from "XXXX" to "XXXXXYYYYXXX" ?

Otherwise your complaints are entirely anecdotal and completely worthless as far as tracking down an actual bug...
 
No "current" plans to allow quality crafting of item mods. The idea with these was to make looting a little more exciting.

Vehicle mods can be found in workbench, Pass-n-Gas crates, and zombie loot.
Drone mods can be found in Mo Power crates around loot stage 150.
I'll see if I can work these into a few more lists.

We only have the vehicle and drone mod schematics in the trader inventories.
I'll add the actual mods to the trader lists.

I went with a sandbox setting that limits loot and traders to Quality 5. For weapons this works really nicely: crafting has a reason to exist as it's the only way to get quality 6, while looting the weapon type you are using can still be exciting for its Magnitude.

This has played out so well and felt so rewarding, both via crafting and loot, I've been intending on my next world to limit traders and loot to Quality 2 or 3.

Then along come mods. Since I can't craft higher quality mods, and my sandbox is eliminating them from loot... that's really kneecapping those sandbox settings. I guess I'll keep the cutoff at 5.
 
My group is 5 and I had one player get to that point. There are two new players in the group and its hard to piece together what they've done after the fact. Neither completed the tutorial achievements until later. One didn't realize it was a tutorial. Another didn't prioritize doing it. They quested with others and finally one wondered why they couldn't get any quests for themselves. We ended up deleting his save and restoring his character via commands and I think that fixed it, but getting a conclusive description from them isn't always easy. It might be related to a death during that quest, or during a tutorial, or... I have no idea.
Good to know. I realize my case was purely anecdotal so it’s good to get feedback from someone running a server at 8 or fewer people that has experienced it. In my case we all start together, all do the starting tutorial, and the first digging quest so it never has come up.
 
No "current" plans to allow quality crafting of item mods. The idea with these was to make looting a little more exciting.

Vehicle mods can be found in workbench, Pass-n-Gas crates, and zombie loot.
Drone mods can be found in Mo Power crates around loot stage 150.
I'll see if I can work these into a few more lists.

We only have the vehicle and drone mod schematics in the trader inventories.
I'll add the actual mods to the trader lists.
That means the diamond blade tip mod is essentially useless. Since you can only craft it and can't loot it, you can only get it at Q1 which means it is outclassed by the tempered blade mod at Q2. It also exactly the same as the structural brace mod so its outclassed by that at Q2. So I'd say either remove it entirely, add it to loot, or make it craftable at different Q levels.
 
Fair enough.

@Grandpa Minion can you give ANY specific examples from YOUR OWN EXPERIENCE with sandbox settings, rather than rely on some dusty links that ChatGPT found for you that really don't support your position?

And that's an honest question, I'm not criticizing you.
His nickname is Grandpa Ai so... What do you expect? 😁 Just kidding!
 
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