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Beelzybub

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Record Comments posted by Beelzybub

  1. On 3/14/2022 at 9:45 AM, Par_A said:

    Any thoughts appreciated,

    You have SteamNetworking disabled, and your client fails to connect using LiteNetLib. This leaves no option for the client to connect. LiteNetLib failing is a port forwarding or firewall issue. Your base port is 26920 so you need 26920 TCP and 26920 through 269203 UDP forwarded in your router to your server's internal ip. Also those ports need to be allowed in your linux firewall. You could enable SteamNetworking to get around the port problem, but that will introduce an unpredictable ammount of lag. If you are trying to connect from the same LAN, you need to use the server's internal ip.

  2. "I always Alt-F4 the game when I'm done. "

     

    This is probably the issue. The power.dat file which keeps your electric data is open and constantly writing. When you Alt-F4, (which essentially crashes the game), to exit, the power.dat file doesn't have a chance to close and is corrupted. Thus losing all your electric data.

     

    My advice is to not use Alt-F4 to close the game or this will likely keep happening.

  3. 14 minutes ago, Kexo said:

    I removed those mods afterwards, it didn’t fix crashing because it is UI mod that has nothing to do with zombie spawning, your fix worked, how can i get loot from blood moon when i have to skip it everytime it happens?

    Try setting this to the default.

    Setting for 'BloodMoonEnemyCount' does not match the default (server will go to the modded category): current = 32, default = 8

  4. @Kexo

    "i have no mods, no other programs running"

     

    Your log shows mods running. We can't do bug reproductions with mods.

    One thing you can do to possibly save your game is to temporarily turn off zombie spawning,

    then log in and play until the horde day is over. Then turn zombies back on.

     

    From your log:

     

    2022-01-23T22:40:05 7.522 INF [MODS] Start loading
    2022-01-23T22:40:05 7.526 INF [MODS] Trying to load from folder: SMXhud
    2022-01-23T22:40:05 7.563 INF [MODS] Found ModAPI in SMXhud.dll, creating instance
    2022-01-23T22:40:05 7.564 INF [MODS] Loaded Mod: SMXhud (r20.rc4)
    2022-01-23T22:40:05 7.564 INF [MODS] Trying to load from folder: SMXlib
    2022-01-23T22:40:05 7.565 INF [MODS] Loaded Mod: SMXlib (r20.rc5)
    2022-01-23T22:40:05 7.565 INF [MODS] Trying to load from folder: SMXmenu
    2022-01-23T22:40:05 7.565 INF [MODS] Loaded Mod: SMXmenu (r20.rc3)
    2022-01-23T22:40:05 7.565 INF [MODS] Trying to load from folder: SMXui
    2022-01-23T22:40:05 7.567 INF [MODS] Found ModAPI in SMXui.dll, creating instance
    2022-01-23T22:40:05 7.568 INF [MODS] Loaded Mod: SMXui (r20.rc2)
    2022-01-23T22:40:05 7.568 INF [MODS] Trying to load from folder: ZMXhudCP
    2022-01-23T22:40:05 7.568 INF [MODS] Loaded Mod: ZMXhudCP (r20.rc4)
    2022-01-23T22:40:05 7.568 INF [MODS] Trying to load from folder: ZMXhudCPTHB
    2022-01-23T22:40:05 7.569 INF [MODS] Loaded Mod: ZMXhudCPTHB (r20.rc1)
    2022-01-23T22:40:05 7.569 INF [MODS] Trying to load from folder: ZMXuiCP
    2022-01-23T22:40:05 7.570 INF [MODS] Loaded Mod: ZMXuiCP (r20.rc2)
    2022-01-23T22:40:05 7.570 INF [MODS] Trying to load from folder: ZZZZ-McRadios-1837-Version3-1641863677
    2022-01-23T22:40:05 7.570 INF [MODS] Loaded Mod: McRadios (a20-V4)

    2022-01-23T22:40:05 7.570 INF [MODS] Initializing mod code

     

     

     

     

  5. Confirmed that using Advanced Generation can overwrite an existing world.

     

    Steps to reproduce:

     

    Generate 6K RWG with blank seed name which produces "Juvupe Valley"

    Using Advanced Generation create a new world setting all settings to "low" using a blank 6k seed.

    This overwrites the existing "Juvupe Valley" world.

    A20.0_2022-01-24_12-26-50.jpg

  6. 8 hours ago, ScipioAsmodean said:

    Don't know what the prefab errors mean. 

    Prefabs are the buildings and pois in the game. The missing prefab errors in your log are Alpha 19 prefabs, which are missing in A20. So the world you are connecting to, is using prefabs that you don't have on your system. The server owner could tell you what prefabs they are using and you could mod them in. Otherwise this will not work.

  7. 3 hours ago, ClockMan said:

    Unless you got some debug logs that can be enabled.

    Logging is on by default. Output logs are in the 7DaysToDie_Data folder and can be uploaded to pastebin and linked here, as the op has demonstrated. They are very helpful.

    Oh nm, you are the op...

  8. Something wasn't cleaned up properly.

    From your log:

     

    Failed to load 'G:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Plugins/XInputInterface32.dll', expected x64 architecture, but was x86 architecture. You must recompile your plugin for x64 architecture.

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