7 Days to Die

7 Days to Die

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Atari 2600 Jan 27, 2022 @ 4:54pm
Is there a debug menu way to delete a failed quest and restart it?
I just apparently walked too far from a buried supplies quest to kill and harvest a chicken. Now it's a permanent failure? Is there a way to cheat fix this stupidity?
Last edited by Atari 2600; Jan 28, 2022 @ 11:01am
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Showing 1-15 of 17 comments
Trooper Bri Jan 27, 2022 @ 4:56pm 
Nope. You porked the job. Go back and get another one.
Atari 2600 Jan 27, 2022 @ 5:13pm 
I just installed a mod to never let this happen again, but it's such a silly thing to have in the game anyways. My digging mission is failed because I ran 100 feet to kill a chicken, lol? I didn't even realize supply missions had a radius.
Last edited by Atari 2600; Jan 27, 2022 @ 5:13pm
Trooper Bri Jan 27, 2022 @ 5:54pm 
It's the same indicators as the other trader missions, and in the same location. Plus, it's been a mechanic of the buried supply missions for how many Alphas now? Two?
Call it silly or stupid, but it's the mistake you made.
JimmyIowa Jan 27, 2022 @ 6:30pm 
Originally posted by lokiju:
I just installed a mod to never let this happen again, but it's such a silly thing to have in the game anyways. My digging mission is failed because I ran 100 feet to kill a chicken, lol? I didn't even realize supply missions had a radius.

There's no penalty for failing to complete a mission. I don't understand what problem you feel there is.
Atari 2600 Jan 28, 2022 @ 3:27am 
Originally posted by Trooper Bri:
It's the same indicators as the other trader missions, and in the same location. Plus, it's been a mechanic of the buried supply missions for how many Alphas now? Two?
Call it silly or stupid, but it's the mistake you made.

After 500 hours of game time, I understand how it works. The issue is that there should be a VERY clear indicator that you are about to leave the mission. When I shot the chicken and went to harvest, there was nothing noticeable. I'm quite observant by nature. Not perfect of course, but if I don't really notice any warning as a neurodivergent person, then it's too subtle for many players.

It's obvious they are sticking with this very punitive quest boundary system, but at least make the screen glow red, flash or something more "in your face." This is why mods are great, so problem fixed for me.
Last edited by Atari 2600; Jan 28, 2022 @ 5:38am
Atari 2600 Jan 28, 2022 @ 3:29am 
Originally posted by JimmyIowa:
There's no penalty for failing to complete a mission. I don't understand what problem you feel there is.

There's a permanent red X and that mission can never be taken again, correct? Is that a penalty or a reward...
Last edited by Atari 2600; Jan 28, 2022 @ 5:32am
NoMan Jan 28, 2022 @ 6:34am 
Originally posted by lokiju:
Originally posted by JimmyIowa:
There's no penalty for failing to complete a mission. I don't understand what problem you feel there is.

There's a permanent red X and that mission can never be taken again, correct? Is that a penalty or a reward...

There is also a green check in the mission objectives that turns yellow well before you exit the boundary zone. I would call that a very clear indicator. It only requires that you pay attention.

Originally posted by lokiju:
...The issue is that there should be a VERY clear indicator that you are about to leave the mission. When I shot the chicken and went to harvest, there was nothing noticeable. I'm quite observant by nature...
Atari 2600 Jan 28, 2022 @ 6:52am 
Originally posted by NoMan:
There is also a green check in the mission objectives that turns yellow well before you exit the boundary zone. I would call that a very clear indicator. It only requires that you pay attention.

Seriously? That's a very clear indicator? So while chasing a rabbit or chicken, one would normally notice a check mark change in the corner of the screen? It should come up as a center of screen narrative statement like many other similar games "You are leaving the mission zone". At least give players a CLEAR message that can't be missed while focused on a task. Make it a toggle if you want for those who like to keep obtuse systems. Again, it's moot at this point, as long as the mod I used to expand the zone stays up to date.
Last edited by Atari 2600; Jan 28, 2022 @ 6:53am
Shurenai Jan 28, 2022 @ 8:53am 
Originally posted by lokiju:
Originally posted by NoMan:
There is also a green check in the mission objectives that turns yellow well before you exit the boundary zone. I would call that a very clear indicator. It only requires that you pay attention.

Seriously? That's a very clear indicator? So while chasing a rabbit or chicken, one would normally notice a check mark change in the corner of the screen? It should come up as a center of screen narrative statement like many other similar games "You are leaving the mission zone". At least give players a CLEAR message that can't be missed while focused on a task. Make it a toggle if you want for those who like to keep obtuse systems. Again, it's moot at this point, as long as the mod I used to expand the zone stays up to date.
Having initiated a quest, One would typically read the quest objectives and see that one of the objectives is to stay within the area and is marked with a green check mark. That objective alone should be all the 'in your face' warning that is needed for you to know you can't leave the area until the quest is finished.


Originally posted by lokiju:
Originally posted by JimmyIowa:
There's no penalty for failing to complete a mission. I don't understand what problem you feel there is.

There's a permanent red X and that mission can never be taken again, correct? Is that a penalty or a reward...
It's a red X...so what?

The trader quest system as it currently exists is radiant quest style- Every day it generates a bunch of new ones for each quest tier to randomized locations with a randomized task. There is literally no penalty for having failed a quest except that you have to go accept a new one from the trader- It's not as if you can't ever accept a quest to that location again.
Atari 2600 Jan 28, 2022 @ 11:12am 
So basically, we all have opinions, and they are clearly not aligned. Got it.
Crater Creator Jan 28, 2022 @ 11:26am 
The debug mode/cheating fix is to turn on debug mode, sink under the ground and just grab the chest. You won’t succeed the mission, or get the Dukes or reward for completing the mission. But you’ll get whatever was in there besides the White River supplies, I think, and the satisfaction of not leaving a chest out there undiscovered.
Atari 2600 Jan 28, 2022 @ 1:20pm 
It's not about the loot, just the principle of the matter, heh. From what I understand, that quest and/or dig location is now permanently locked for me, right? Or are the other theories incorrect? I'm a completionist, so it just bothers me if that is now locked out for my entire run.
Last edited by Atari 2600; Jan 28, 2022 @ 1:21pm
Crater Creator Jan 28, 2022 @ 1:27pm 
Originally posted by lokiju:
It's not about the loot, just the principle of the matter, heh. From what I understand, that quest and/or dig location is now permanently locked for me, right? Or are the other theories incorrect? I'm a completionist, so it just bothers me if that is now locked out for my entire run.

I think you misunderstand how dig quests are assigned. The trader is picking a totally random spot every time. There's some code to avoid sticking it at the coordinates of a POI, but there are no designated locations. You can't visit all the dig locations as a completionist, because they're unlimited. I doubt there's even code to avoid choosing a dig location that overlaps with a previous one. It's just throwing a dart at the dartboard.
Atari 2600 Jan 28, 2022 @ 1:29pm 
Got it, thanks for clarifying. I have a bit of OCD so hard to get past that big red X. :steamsalty:

I'm working on me every day though. :tgrin:
Crater Creator Jan 28, 2022 @ 1:41pm 
You're welcome. Hope you find it more satisfying knowing that.
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Date Posted: Jan 27, 2022 @ 4:54pm
Posts: 17