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Darkness Falls: They mostly come out at night...

Top of the morning to yah, gov'

So I am playing B30 on A20, and made it to day 7. Then just before horde night, I got what I now affectionately refer to as a Screamer chain.  Got a screamer, and she called screamers, and it was a party. Now normally I dont mind the XP, but this was right before horde night, and it was endless. I just quit at some point, as all I could see is more zombies coming from all directions and screamers shouting everywhere. and there is no way my base will end up having enough ammo for all that love.

Is that a vanilla issue, or is it possible to change that so it's not perpetual carnage ?
I can say for certain this is something introduced in vanilla, as back in A18 I was having the same problem a few times. I had a POI collapse when I was searching it, which called in a screamer, and it started a domino effect of each screamer calling in 2 to 3 more screamers. I was there fighting for at least 20 minutes before I managed to get that under control.

 
I think a more pertenent question is...

What the hell were you doing to generate that much heat? 😛


I can say for certain this is something introduced in vanilla, as back in A18 I was having the same problem a few times. I had a POI collapse when I was searching it, which called in a screamer, and it started a domino effect of each screamer calling in 2 to 3 more screamers. I was there fighting for at least 20 minutes before I managed to get that under control.


Yeah... Not so sure what I done, haha

Since I am waiting for the stable release of DF, before I start making any serious long duration game plans, I just boosted the normal gameplay. So I was around 50 game stage. I did dig a moat ... so that obviously generated some heat, and had one forge running. That alone should not have warranted that response, I think...

I mean, this was full on end-game apocalypse rather shoot your own brains out than try and face this, Screamer chain.... Zombie bears, radiated cops, feral mutants..... it literally looked like a  64 zombie horde night on day 49 with 200 GS .  That's why I thought it was a little odd. It's not the normal, alright, so we got ourselves 6 or 7 zombies with this screamers...., no this was all 75 max zombies the whole time. You kill zombies in the kill zone, and as you kill them you see the new ones spawning in on the horizon. 

 
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thanks for the answer and great work khaine!

i have another question (server): do i have to set the path to the modfolder with the world in it? or, if the serverprovider do not allow me that, can i move the df-test map to the standard world folder?

 
Yeah... Not so sure what I done, haha

Since I am waiting for the stable release of DF, before I start making any serious long duration game plans, I just boosted the normal gameplay. So I was around 50 game stage. I did dig a moat ... so that obviously generated some heat, and had one forge running. That alone should not have warranted that response, I think...

I mean, this was full on end-game apocalypse rather shoot your own brains out than try and face this, Screamer chain.... Zombie bears, radiated cops, feral mutants..... it literally looked like a  64 zombie horde night on day 49 with 200 GS .  That's why I thought it was a little odd. It's not the normal, alright, so we got ourselves 6 or 7 zombies with this screamers...., no this was all 75 max zombies the whole time. You kill zombies in the kill zone, and as you kill them you see the new ones spawning in on the horizon. 
If you're doing a lot of fast digging, that adds to heat, and then the campfire will too.

And then if you keep firing guns, that'll continue to add to the heat, so you'll get more screamers. That's why I go a chunk or two over and drag things towards me and start killing there so I don't add to the heat in the chunk I was in, which stops screamer chains.

 

thanks for the answer and great work khaine!

i have another question (server): do i have to set the path to the modfolder with the world in it? or, if the serverprovider do not allow me that, can i move the df-test map to the standard world folder?
It should work fine, but yes, you can move them if you need to.

 
POI collapse


That'll do it. A lot of block destruction in a short amount of time will tick the heat counter over several times. For a test, cm yourself in the dev super digger and shoot out the ground floor of any skyscraper (or dynamite if you've got the time) - you will have screamers for days. Even just knocking the crane out on the building site will spawn in a few rounds of screamers.

 
Nope because I don't test on servers, but i'm willing to bet vanilla has the same problem since it's vanilla code i'm using.

 
That'll do it. A lot of block destruction in a short amount of time will tick the heat counter over several times. For a test, cm yourself in the dev super digger and shoot out the ground floor of any skyscraper (or dynamite if you've got the time) - you will have screamers for days. Even just knocking the crane out on the building site will spawn in a few rounds of screamers.
I'm aware, but we're not talking something like a skyscraper. This was one of those boat POI's. Tiny. It only called in 1 screamer, as I have the heat level on screen at all times, it was simply an unlucky cascade of screamers calling in other screamers.

20220107152421_1.jpg20220107152454_1.jpg20220107152508_1.jpg

Searchable tree in the first one, haven't seen that before, except for stumps in older alphas. Second and third are of the Bunker POI raised off the ground, never seen that in vanilla or DF before.

 
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I am also experiencing the massive horde spawning problem. I am playing A20 b238 with V4-Dev-B30 version of DF downloaded from the link you provided a few days ago. I am in the starting town at early afternoon on Day 8 and this huge horde spawns. I think it was at or close to the 75 zombie spawn limit that I had on first page of the general settings. I am playing survivalist difficulty and was doing only melee damage inside a building. Zombies starting making a lot of sound and coming down the hallway. I ran outside and there was just a wall of them surrounding me. Death followed before I could get a count but it was a lot more zombies than I have ever seen in one place before.

Unlike vanilla there is no choices in my settings for wandering horde frequency or size.

Suggestions?

 
I'm aware, but we're not talking something like a skyscraper. This was one of those boat POI's. Tiny. It only called in 1 screamer, as I have the heat level on screen at all times, it was simply an unlucky cascade of screamers calling in other screamers.

View attachment 22674View attachment 22675View attachment 22676

Searchable tree in the first one, haven't seen that before, except for stumps in older alphas. Second and third are of the Bunker POI raised off the ground, never seen that in vanilla or DF before.


I've seen the tree before in A19. It's when a tree spawns on top of a lootable container, like a purse or birds nest.

Second one I probably just placed it wrong.

I am also experiencing the massive horde spawning problem. I am playing A20 b238 with V4-Dev-B30 version of DF downloaded from the link you provided a few days ago. I am in the starting town at early afternoon on Day 8 and this huge horde spawns. I think it was at or close to the 75 zombie spawn limit that I had on first page of the general settings. I am playing survivalist difficulty and was doing only melee damage inside a building. Zombies starting making a lot of sound and coming down the hallway. I ran outside and there was just a wall of them surrounding me. Death followed before I could get a count but it was a lot more zombies than I have ever seen in one place before.

Unlike vanilla there is no choices in my settings for wandering horde frequency or size.

Suggestions?
I'll check later but the wandering horde is definitely set to a max of about 40 zombies. I'd make sure you don't have the wandering horde modlet installed.

 
It sure seemed like a lot more wandering zombies than 40. No modlets installed just the base game mod unzipped and installed. Do you think if I installed the modlet in my ongoing game I could control the horde size?

 
It sure seemed like a lot more wandering zombies than 40. No modlets installed just the base game mod unzipped and installed. Do you think if I installed the modlet in my ongoing game I could control the horde size?


You probably had biome-spawned zombies walking over too, because they will if you're in a POI.

The White River Scout at Trader Rekt doesn't give me quests. Any ideas?


Get quests from her OR rekt. Fixed locally. Same with Joel's POI.

 
It's technically tomorrow for me and I want to post this before I go out and get drunk and forget. I wasn't planning a new build, but this fixes some game-breaking issues.

Same caveat applies. It's a dev build, expect broken stuff, only play if you are ok with this, etc.

V4-DEV-B30

- Updated Sphereii-Core.
- Survivors swapped to using UAI instead of EAI as it's smarter.
- Added Xyth's NPCCore mod (mostly disabled for now).
- Fixed coffee giving you stamina regen of the gods.
- Wall Safe loot should now be less insane.
- Weapons Bags loot should now be less insane.
- Removed casino coins from cash registers and increased old cash amount.
- Adjusted hand range values as per Jax's zombie reach modlet so zombies should feel more like earlier alphas.
- Fixed some zombies (strong ones mostly) having a 100% chance to place debuffs on the player no matter the difficulty.
- onSelfExplosionDamagedOther now works, so changed demon fireballs to use this as it should reduce the "going through walls" stuff.
- RWG DivideByZero error should now be resolved (managed to make a couple of maps, 8k and 10k).
- Fixed some more sleeper NRE's.
- Removed the code that disables vehicles on bloodmoon for now as it causes server errors.
- Moved all the White River Scouts so they're now penned in and can't move.
- Changed sledgehammers to have a CHANCE to knockdown (stone - 20%, iron - 30%, steel - 40%, titanium - 50%, power - 60%).
- Stun batons should no longer perma-stun stuff.
- Being stoned should no longer be permanent (still a bit iffy but seems ok).
- Fixed elevators breaking the game for the metal workstation.
- Steroids now work.
- Meat Burrito can now be eaten.
- Fixed the Laser Workbench not being able to accept tools.
- Fixed the output and combine windows on the laser workbench overlapping.
- Honey description adjusted to state it only has a 50% chance of curing infection.
- All zombies that naturally spawn in the world should now have correct localization, models and particle effects (where necessary).
- Loot pass on zombie loot bags (amounts, tiers, etc.
- Drone crafted quality now levels off the Yeah, Science! perk.
- Implemented workaround for drone spawning with only 1hp and dead.

MANUAL INSTALL ONLY. Delete your old mods folder. Copy the mods folder from in the zip to your 7DTD folder and you're done. Also make sure EAC is off, just like previous versions of DF.

Link: https://drive.google.com/file/d/1aWSgGP6loSEnQHvoDeZqZuc8Bh2Ug5U7/view?usp=sharing


 
Just went through a Working Stiff's facility, came out of it with 8 lathes (3 of them from one box), 5 tanning racks, and 3 torches. On day 1. lol B30

 
Just went through a Working Stiff's facility, came out of it with 8 lathes (3 of them from one box), 5 tanning racks, and 3 torches. On day 1. lol B30
Yep. Known issue and potentially fixed on my local build last night... the lathes that is. I actually don't mind the racks/torches. They're gamestaged to help people get them faster.

 
Quick question: is the time on fertiliser correct? I think it's about 7.5mins per single unit (through the chem station, reducing to just about 5ish with skills). It just seems a bit... excessive :)

 
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