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Thunderbolt-GER

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Posts posted by Thunderbolt-GER

  1. Version 20.5.2

    Windows and Linux supported

    Built using Alpha 20 stable assets

    Functioning with alpha 20 stable. Untested with other version

    • Fixed Payment option missing from Bank tool
    • Fixed .../Mods/ServerTools/Config folder generating in the wrong location
    • Fixed .../Mods/ServerTools/WebAPI folder generating in the wrong location
    • Fixed .../Mods/ServerTools/Config/XUi folder generating in the wrong location
    • Fixed xpath documents generating in the wrong location
    • Fixed Shutdown overlapping with the Bloodmoon due to the countdown period
    • Fixed update process reporting an error for ServerToolsConfig.xml
      ServerTools should only be installed to one location which must now be the user data/app data folder.
      If you have a previous installation located in another folder, transfer the xml files for your settings, remove the old files and then restart the server

    Download: https://github.com/dmustanger/7dtd-ServerTools/releases/download/20.5.2/7dtd-ServerTools-20.5.2.zip

     

    You can report bugs at the main Discord for ServerTools: https://discord.gg/6G8VZQg

     

  2. Hi,

     

    i am also quite unhappy with the current loot.

    I am at the point of the game, where it keeps throwing LVL 6 M60's and Desert Vultures at me, but until now i have not found a single LVL6 AK (I only found 2 x lvl 4 some 100 days earlier)

    Also, it feels a bit strange, that in most of my games, i find a SMG very late in the game, after i already found multiple lvl6 7.62 guns...

    I would assume the SMG is a lower tier and should be found before the 7.62 guns maybe?

     

  3. 12 hours ago, Khyron said:

    Tap reload to reload your currently equipped weapon/tool. HOLD DOWN reload for a second or two to repair it.

     

    Hm, holding the R key already brings up the radial menu to change the ammo type.
    Are you thinking of adding a repair icon to that radial menu?

     

    Another possibility might be to assign SHIFT+R as repair current weapon/tool, if that shortcut is not being used for selected weapons and tools already.

  4. On 6/13/2022 at 8:17 PM, Khyron said:

    1) A 'repair equipped item' hotkey. In the heat of combat if a gun breaks it'd be great if I didn't have to open the menu and navigate through it to repair. Likewise if I'm doing intense digging/mining/logging it'd just be nice to hit one key to resume. It's not a huge deal but little stuff like this can really improve the game's flow.

     

    I like this idea.

    Maybe the reload key could be turned into an intelligent shortcut:

    if durability = 0 then repair item instead of reload/refuel

     

    11 hours ago, Khyron said:

    Another suggestion : If possible, before you have Daring Adventurer 4, please have a code check to see if the rewards from a quest are duplicates and if so reroll one of them.

     

    I always have to giggle, when i have to make the very hard decision, whether i want 1 or 2 antibiotics as a reward... lol :D

     

     

  5. As far as i know, graphics of mods are not being downloaded from the server by a client.

    So the mod would need to be installed on the client(s) aswell for the graphics to be displayed.

     

    I hope someone will correct me, if what i said was wrong :)

     

  6. 20 hours ago, Beelzybub said:

    The dedi will log backpack position data, and if it falls off the world, I think it logs that as well.

    Check your server log for a line resembling this: (the time and position will be different)

    2022-06-10T20:42:23 12191.934 INF 1. Spawn pos: sleeping bag SpawnPoint (707.5, 45.0, -1294.5)/0.0

     

     

    While it is true that backpacks get logged, i don't think that sleeping bags have anything to do with it ?!

     

    I'd assume this entry from the log would be more helpful in this case, at it shows y/y/z coords:

    2022-06-12T04:12:40 440.732 INF 9273 EntityBackpack id 875162, plyrId 875065, (3445.7, 43.2, -3425.2) (215, -215), chunk True (215, 2, -215), items 43 resourceYuccaFibers, resourceWood at (0, 0, 0, xz 0 0) : OnEntityUnload markedForUnload False, IsDead True, IsDespawned False

     

    So if a backpack can't be found ingame, the middle coords should be a weid number.

     

  7. 14 hours ago, Jugginator said:

    Honestly I've never seen or heard of anyone on the team this happen in ages, a log file may be of help.


    Unfortunately i can confirm, that backpacks do dissapear on very rare occasions, very rare being the reason why i never bothered to look deeper into it.

    Although it is of course not enough information, i can currently say:

    • stable branch
    • (very) rarely happens on our dedi server (Don't know about SP)
    • If it happens, the yellow icon is in the compass for the player who died
    • Player instantly runs to the place he died, without logging out, but backpack is not were the yellow icon led him
    • I could never find a backpack underground in Godmode, so it is like the backpack fell completely out of the world

    I will try to collect data if it happens again, to write a full bugreport.

     

  8. On 6/9/2022 at 3:07 AM, John Black said:

    The of course you also have the master of all inventory mods(opensource) that include deposit, restock and locking.

    -- https://www.nexusmods.com/7daystodie/mods/1357?tab=description


    That is interesting, but for me (playing on a dedicated server) it would be complete useless, because:

    • Easy anti cheat (EAC) must be disabled for this mod to work
    • This mod is primarily meant for singleplayer. It does work on multiplayer, however it has not been tested with multiple people. It's a known issue that items may be lost if one player has a container open and another quickstacks to it in multiplayer

    For SinglePlayer only, it might be attractive tho :)

     

  9. 9 hours ago, Jugginator said:

    If you do have a reliable method of reproducing it, it could be useful to have though.


    Unfortunately i don't. It really seems to happen pretty randomly, so i don't even can make out the slightest indicator :(

    I just remember right now, that somewhere in the past, when i had this bug, i also picked up all electric fence posts, placed them again and rewired, which did not fix the problem either.
    I think it usually works again, when rejoining the server, but not always.
    So pretty hard to find a pattern.

     

  10. 1 hour ago, Jugginator said:

     

    The ticket is internal. Correct, haven't been able to reproduce it at will. I do have a game save with the issue though, which is attached to the ticket for debugging.

     

    Oh, that is good to know. Thank you for the info :)
    Just wanted to make sure this issue will not be forgotten, because if it happens it is a complete gamebreaker :(

    So, GOGOGO FUNPIMPS, you can do it :D

     

  11. 7 hours ago, Beelzybub said:

    What steps do I take to reproduce this error?

    If i knew how to repro, i would have created a real ticket. It seems pretty random to me, so i can not figure out exactly when or how it happens.

     

     

    7 hours ago, Jugginator said:

    There's an open ticket for this bug, but useful information you found there too.


    Oh, i did not see the ticket, i was assuming it was closed, since it could never be reproduced, since nobody found a way to repro it yet :)

     

  12. Hello everyone,


    PREFACE

    I clean game data with the launcher on every major alpha release and did another clean before A20.5 (b2) stable, so it is unlikely that some obsolety leftovers are the cause.
    We also wipe the dedicated server and start a fresh, new map with every major alpha release and we only install the stable releases.


    THE BUG

    I noticed the bug that opens the console and spams NullReferenceException errors because of electric fence posts is still there in alpha 20.5 (b2) stable.
    It happened to me one day, when i was passing a players base on our dedicated server. I managed to enable DM and teleport away about a few 100 meters, by clicking on the map to teleport. So when i was far enough from that base, the errors stopped in the console and i could continue playing normally.

    I also have one BM Base with 6 Electric Fence Posts connected in a chain, 2 trip wires connected to a dart trap which is chained to 5 more dart traps. All powered by a generator with 6 engines. (No solar involved)


    When i tested the base for the first time, the console opened and spammed NullReferenceException errors as soon as the first zombie ran into the electric fence posts.

    After killing all Zombies by spamming the F1 key and trying to aim+shoot and with the help of my Junkturret, the errors stopped as soon as no zombie was triggering the electric fence posts anymore.

     

    So i rewired all electricity in my base, as i have read this tip a few times to fix this bug, but after rewiring the problem still occured in the same way. So i never did a bloodmoon in this base, because of this error.

     

    Yesterday, i showed this base to another player and strangly i did NOT get any NullReferenceException errors, but the other player did!

     

    A few 100 meters besides this base, i have another base with electric fence posts, were the NullReferenceException errors never occured (same electricity setup, but only with 4 instead 6 dart traps)

     

    As far as i know, the FunPimps were never able to reproduce this error until now.

     

    Does anyone else still get this error sometimes in A20 ? I had this bug happing since A17, if i remember correctly.

     

  13. I also don't think it was a good idea, to make the voicechat party only. I prefered how it was before.

     

    And it would indeed be nice to get a chunkreset command to fix destroyed pois or huge holes that players dug and others fall into with their vehicles all the time.

    In the past, the chunkreset could be used for that and didn't cause any problems, at least not for me.

     

  14. Um, the game does not have any farmer quests!?

     

    The only thing i can think of, is the fact that plants need light. But since you stated you planted on an open field, this should not be the problem, unless you built a roof above your farm.

    Can't think of any other reason.

    Have you tried to harvest the seeds and plant new ones to check if they will grow?

     

  15. Hi,

     

    it also happened to me once, but i can't rember if it happened in the current stable release or in the previous one (I'm always on the stable branch)

     

    I was in a party with only 1 player and our ingame distance was > 500m and as far as i can remember, the voice chat only works withing about 70m !?

    However, the other player almost fell from her chair when she heard something and i had no indication that i was sending voice.

    Hitting 'V' did NOT disable the voice for me, it was permanently sending.

    I left and rejoined the party and the voicechat was back to normal, meaning it would only send voice when keeping 'V' pressed.

    It did work in a distance > 70m tho, i don't know if the distance was increased, as i don't remember reading about that in the patchnotes.

     

    Unfortunately, i can't supply more infos, as it happened within a bloodmoon and i couldn't investigate further, since the Zombies tried to eat my brain. :)

  16. 6 hours ago, JasonX said:

     

    1. Spawning in Trader Hugh.. he only has buried treasure quests. Even on day 3 refresh, or using the admin menu to refresh it.
    2. Spawning in Trader Joel... he only has buried treasure quests.

    I had the same issue on our server, when spawning in traders. My guess would be, all quest POIs are too far away, so the trader only offers buried supplies quests.

     

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