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

It's not localization. I've double and triple checked it. I even went in-game and set the grow time to 3 seconds and it works as intended. 
For what it's worth, I've seen the same thing repeatedly as well. Harvesting it worked fine, the rice just looked like the wheat. I was running it on 20.2, doubt that had anything to do with it though.

 
I tried searching for a way to spawn npcs, but didn't find anything. I've been having the issue where the npc de-spawn just by leaving them at my base. They even de-spawn when im working on my base near them. So i figured I would just spawn new ones in until the problem is fixed. Is there a way to spawn in npcs? The spawning can be totally random on what they spawn with or what they look like. Also loving this mod overhaul. It adds so much cool stuff that makes the game feel new again.

 
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Quick question regarding the new vehicles:

Are any of them better then the 4x4 in terms of carrying capacity and basic speed? I'm thinking of trying out one of the new big rides (such as old semi, humvee or marauder).

Also noticed that none of the traders seem to sell ammo-making stuff besides the occasional small pile of gun-powder. Were tips and cases removed from their lists?

 
Quick question regarding the new vehicles:

Are any of them better then the 4x4 in terms of carrying capacity and basic speed? I'm thinking of trying out one of the new big rides (such as old semi, humvee or marauder).

Also noticed that none of the traders seem to sell ammo-making stuff besides the occasional small pile of gun-powder. Were tips and cases removed from their lists?
For sheer speed, the dirt bike is the fastest and best ability to traverse hills. Of the larger vehicles, my favorite was the buggy I think it's called, high storage, speed, and suspension is excellent. Gyro beats everything though.

I tried searching for a way to spawn npcs, but didn't find anything. I've been having the issue where the npc de-spawn just by leaving them at my base. They even de-spawn when im working on my base near them. So i figured I would just spawn new ones in until the problem is fixed. Is there a way to spawn in npcs? The spawning can be totally random on what they spawn with or what they look like. Also loving this mod overhaul. It adds so much cool stuff that makes the game feel new again.
Most of the time traders vanishing happens when I log out too close to them, or build something near them. I avoided those later and they never despawned. To spawn them in, open the console, type DM, then F6 to open the entity spawner. Should be under npc, trader, and or the actual name, if you remember it.

DM isn't case sensitive, btw.

 
As promised, it's here, it's uploaded, it's ready.

Darkness Falls V4.01 is now out!

To update, you need to make sure that your /Mods folder is TOTALLY deleted. No exceptions. A new save is very, very, very strongly recommended as your progress may be wiped. Patch notes as follows.

V4.01

- Updated for A20.3b3.
- Updated Sphereii-Core.
- Included experimental C# patch and edited POI XML that allows RWG to work for DF.
- Fixed localization on Mining tips.
- Fixed unlockedby on Rechargeable Battery.
- Fixed localization on gunpowder bundle.
- Fixed localization on steel crafting saying level 50 instead of level 30.
- Tweaked loot a little more.
- Laser weapons no longer have recoil (the thing that moves the camera) but DO still have spread (the thing that makes the crosshair bigger on firing).
- Removed the triple resource rocks from the wasteland, which I thought i'd already done.
- Rebalanced stamina cost of scrap tools as it was lower than intended.
- Rebalanced power attack stats of scrap iron fireaxe as it was higher than intended.
- Rebalanced power attack stats of iron pickaxe as it was lower than intended.
- Added bedrollArmyGreen since it was missing.
- Fixed incorrect icon on player lockable cabinets.
- Fixed a bug with Razor's quests not showing up if the player somehow managed to do the Scout "Next Trader" quest multiple times.
- Fixed a bug with Eve spamming NRE's.
- Fixed pagenation issue on the players window.
- Changed the bunker portal to use the same spawner as the body bags to see if it works.
- Increased the cost of Orange Tea as it was a little too cheap.
- Chicken Coops should now be repairable.
- Zombie AI should now work as intended.
- Reload speed and rounds per minute should now work on bows/crossbows.
- Iron Hoe should now have localization.
- Tough Utility Worker now has localization.
- Disabled eggs spawning chickens because I forgot to do that and people were breaking their games.
- Dried oranges should no longer be spammable.
- Resource rocks should now show different colours on the map to help players locate veins.
- Excluded the chainsaw from bleed effects so the player won't bleed while using it.
- Added a tag to JaWoodle Purple so it can be used on vehicles.
- Flying vehicles should no longer be tiered to fix price issues.
- Removed Gyro parts from loot since it's now craftable.
- Fixed Diazepam taking too much water.
- Removed duplicate Pipe Bomb recipe.
- Fixed Minibike not being craftable after level 1 of Vehicles For Dumb@%$#s.
- Changed the Dirt Bike to the same speed as the Motorcycle.
- Changed the Dirt Bike to be made with Forged Iron instead of Forged Steel.
- Dirt Bike now has slightly larger storage but still less than a Minibike.
- Made reload speed of laser sniper a little faster.
- Supply Crates should no longer drop two mastery books (but should still have a chance for 1).
- Adjusted spawn rates of "full" bookshelves so there should be more of them since DF is very reliant on books.
- All traders updated with walls not made of paper.
- Reduced and moved spawn points on all maps so players should be sent to the proper traders.
- Ghillie suit is now properly locked.
- Added a low chance for super corn to drop in loot.
- Increased the storage size of the box truck as discussed with the testers.
- Fixed iron and potassium being in the wasteland when it shouldn't be.
- Fixed the range and tick rate of the bunker portal.
- Changed modXPNerf to be installable on anything and apply to all XP gained (this is a creative mode only item).
- Crowbars now properly work on treasure chests.
- Added missing Arc Gun recipe.
- Added ammo to T3 and T4 buried supplies to make them a little more valuable.
- Fixed the "Marksman Rifle" trader dialog localization.
- Fixed missing localization on steel ammo bundles.
- Backend code tidy up for better performance.
- Small tweak that should resolve Eve quest issues.
- Porkins Shotgun shouldn't degrade as quickly.
- Drone should now heal when it has the healing mod and appropriate items (but not the paramedic kit for some reason).

IMPORTANT NOTE: If you have the Vehicles For Dumb@%$#s perk, your save will likely be wiped as that perk had to be adjusted to fix a bug. You have been warned.

Download Link: https://dev.azure.com/KhaineUK/_git/DarknessFallsA20 (click the 3 dots, select download as zip)
Alt Download Link: https://gitlab.com/KhaineGB/darkness-falls-a20/-/tree/main (click the icon next to clone and then zip)

 
Sadly I admit defeat, I simply cannot code what I want, and ask for help.

This is a little time warp, as I am still playing 7D2D - Darkness_Falls 19.5 3.4 0.944.

I hope this is merely me asking for help understanding some code, not a version specific issue.

Here goes. The aim I have is this; to make changes to the existing code via patching (i.e. append etc), to change the behavior by adding extra functionality, to item_modifiers. I desire to break the surface boulders when I smash into them whilst driving a vehicle with a mod installed.

This is a bit of code, the point of which is to add a Tag with a value that I can then use in the other part of the code;

    <!-- Patch to Surface ore Blocks, to allow mods to vehicles to do extra damage when they slam into them -->
    <append xpath="//block[contains(@name, 'DFterrSurface')
                        or (contains(@name, 'DFrockResource')
                        and not(contains(@name, 'Broke')))
                    ]" >
        <property name="Tags" value="surfaceOre"/>
    </append>
Viewing the ConfigsDump I can see the above code works as expected. Great!

Now the code that is not working;

    <append xpath="//item_modifier[@name='DFVehicleModSpikes']">
        <effect_group tiered="false" name="MoreDamage">
                <requirement name="TriggerHasTags" tags="surfaceOre" />
            <triggered_effect trigger="onSelfDamagedBlock" action="PlaySound" sound="stunbaton_hit1" />
            <passive_effect name="VehicleBlockDamage" operation="base_add" value="100" />
        </effect_group>
    </append>
With this version of the code, what I expect to happen is; to hear a sound when I hit the boulder whilst driving the vehicle with this mod installed.

No such noise is heard. Thus I believe the code is not being triggered.

To add to this, hitting the boulder with a weapon doing only 5 block damage, I can see that after driving into the boulder, the expected 100 block damage is not occurring.

I am not fixed with using the additional effect group, nor am I married to the idea of using requirements and triggered effect.

Indeed my previous code was centered around combinations of passive effect vehicleblockdamage/blockdamage/damagemodifier with tags=surfaceOre.

Initially I was tagging the boulder with Vehicle_Boulder, which worked in the sense that the boulders were tagged, but sadly the item modifier part failed.

I thought it might be an issue with needing to use an existing tag rather than creating a new tag.

I can set the general damage via the item modifier, but that applies to everything I drive into, not what I am looking for.

Yes I am happy to do a bit more damage when driving into things, but not the amount of damage that would be required to crack open a boulder.

For the life of me I do not understand how to get the item modifier to fire for specific tags.

I am happy to use something than tags to differentiate damage amounts.

So what I am here for?

First some working code, but more importantly some education - why is what I am trying to do not working?

Again, this is an older version of DF, I am continuing my play through until the bitter end.

Oh, and yes why do I want to smash these boulders in the first place?

Well my map is extremely bumpy, I have no flying things yet, so it is me, a maruder, a turbo, and a lot of sudden stops in the night when the boulders turn into ninjas jumping into my path!

 
Sadly I admit defeat, I simply cannot code what I want, and ask for help.

This is a little time warp, as I am still playing 7D2D - Darkness_Falls 19.5 3.4 0.944.

I hope this is merely me asking for help understanding some code, not a version specific issue.

Here goes. The aim I have is this; to make changes to the existing code via patching (i.e. append etc), to change the behavior by adding extra functionality, to item_modifiers. I desire to break the surface boulders when I smash into them whilst driving a vehicle with a mod installed.

This is a bit of code, the point of which is to add a Tag with a value that I can then use in the other part of the code;

    <!-- Patch to Surface ore Blocks, to allow mods to vehicles to do extra damage when they slam into them -->
    <append xpath="//block[contains(@name, 'DFterrSurface')
                        or (contains(@name, 'DFrockResource')
                        and not(contains(@name, 'Broke')))
                    ]" >
        <property name="Tags" value="surfaceOre"/>
    </append>
Viewing the ConfigsDump I can see the above code works as expected. Great!

Now the code that is not working;

    <append xpath="//item_modifier[@name='DFVehicleModSpikes']">
        <effect_group tiered="false" name="MoreDamage">
                <requirement name="TriggerHasTags" tags="surfaceOre" />
            <triggered_effect trigger="onSelfDamagedBlock" action="PlaySound" sound="stunbaton_hit1" />
            <passive_effect name="VehicleBlockDamage" operation="base_add" value="100" />
        </effect_group>
    </append>
With this version of the code, what I expect to happen is; to hear a sound when I hit the boulder whilst driving the vehicle with this mod installed.

No such noise is heard. Thus I believe the code is not being triggered.

To add to this, hitting the boulder with a weapon doing only 5 block damage, I can see that after driving into the boulder, the expected 100 block damage is not occurring.

I am not fixed with using the additional effect group, nor am I married to the idea of using requirements and triggered effect.

Indeed my previous code was centered around combinations of passive effect vehicleblockdamage/blockdamage/damagemodifier with tags=surfaceOre.

Initially I was tagging the boulder with Vehicle_Boulder, which worked in the sense that the boulders were tagged, but sadly the item modifier part failed.

I thought it might be an issue with needing to use an existing tag rather than creating a new tag.

I can set the general damage via the item modifier, but that applies to everything I drive into, not what I am looking for.

Yes I am happy to do a bit more damage when driving into things, but not the amount of damage that would be required to crack open a boulder.

For the life of me I do not understand how to get the item modifier to fire for specific tags.

I am happy to use something than tags to differentiate damage amounts.

So what I am here for?

First some working code, but more importantly some education - why is what I am trying to do not working?

Again, this is an older version of DF, I am continuing my play through until the bitter end.

Oh, and yes why do I want to smash these boulders in the first place?

Well my map is extremely bumpy, I have no flying things yet, so it is me, a maruder, a turbo, and a lot of sudden stops in the night when the boulders turn into ninjas jumping into my path!
It wont work because vehicle effects can't take the same requirements that a player can

 
It wont work because vehicle effects can't take the same requirements that a player can
Yay and Boo. Yay in that well I am not being inept, and Boo cos that sucks.

TY for the fast reply. I am watching your vids, thanks for them. I like that they are short and to the point.

I look forward to playing A20? when I finally get finished with this one which is a special combo of DF & Sorcery.

A different question.

I finally got round to making a coil sniper and found an issue that is annoying me.

With the previous weapon (sniper not marksman I think) when I ran out of ammo in the clip whilst in zoom mod, pressing R would take me out of zoom and into reload. When reload finished I was left out of zoom. This made reloading fast and all I would have to do is go back into zoom mode.

With coil sniper in zoom mode I get the click, no reload happens automatically, and pressing R does nothing.

If I do press R in zoom, nothing happens, but coming out of zoom then starts the reload automatically (I think I am remembering rightly).

I hope I describe this correctly, anyways, something about reload in zoom is different with coil sniper.

I have removed the autoreload from action0 but have not had chance to test it yet, do you think this is the issue?

As the previous sniper does not have the autoreload. Does this ring a bell?

 
I desire to break the surface boulders when I smash into them whilst driving a vehicle with a mod installed.


There is a vehicle in Bdub's vehicles, that comes with DF for A20. It's called the Willy Jeep (vehicleWillyJeep) - with a super charger mod  it seems to be very good at running over trees, boulders, fences and cars (boom!). Can make for some dramatic entrances in to weaker POIs. You might be able to reverse engineer it by going through the xmls.

 
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Just a heads up for anybody trying to start a dedicated server, if the folder name of your modded game is renamed, the startdedicated.bat can't find it without being modified. Spent a while finding that out.

 
As promised, it's here, it's uploaded, it's ready.

Darkness Falls V4.01 is now out!

To update, you need to make sure that your /Mods folder is TOTALLY deleted. No exceptions. A new save is very, very, very strongly recommended as your progress may be wiped. Patch notes as follows.

[..]

IMPORTANT NOTE: If you have the Vehicles For Dumb@%$#s perk, your save will likely be wiped as that perk had to be adjusted to fix a bug. You have been warned.
I had maxed this perk, so I hesitated to install 4.01. Instead, I finished the mechanic class and spent the points on "mechanic". _Then_ I installed A20.3 and DF4.01 - and it worked, my progress was not wiped. While I cannot guarantee that it will work for you also, I suggest completing the mechanic class before updating.

 
I'm assuming you remade the trader POI for Jen, the front entrance is a bit messed up. Just cosmetic.View attachment 23835


Oh, I just need to move the poles over. Eh, i'll do that later (or remove them)

I had maxed this perk, so I hesitated to install 4.01. Instead, I finished the mechanic class and spent the points on "mechanic". _Then_ I installed A20.3 and DF4.01 - and it worked, my progress was not wiped. While I cannot guarantee that it will work for you also, I suggest completing the mechanic class before updating.
Nice :)

 
Khaine, quick questions to translations: The (single) file "localization.txt" is in "7 Days To Die\Data\Config\", but there are several of these files in the mod folder. Do you have to maintain all? And is there a special order of languages, or may I append German in a column I like?

And, most important: Are translations working at all with this last update?

 
Anybody mind trying to join my dedicated server for a minute? I'm just trying to see if people can join, I did some further modifications to the files. Game name is Darkness Falls 4.01 VSmall 20.3.

If it doesn't work that's fine, the log should let me know even if it fails.

 
Khaine, quick questions to translations: The (single) file "localization.txt" is in "7 Days To Die\Data\Config\", but there are several of these files in the mod folder. Do you have to maintain all? And is there a special order of languages, or may I append German in a column I like?

And, most important: Are translations working at all with this last update?
The only one i'm using is the one in Mods\0-DarknessFallsCore\Config. I need to test and see if translation modlets work. Other languages were removed because the localization file got too big and broke servers.

 
Running a dedicated server and noticed that screamers no longer spawn. Doesn't matter how much noise I make, mined over 50k iron in one spot and had 0, also checked the console and no info about screamers or failed scout message appeared. I didn't modify anything related to enemies, only item stack amounts and tweaking the auger/blade traps/attachments.

 
Anybody mind trying to join my dedicated server for a minute? I'm just trying to see if people can join, I did some further modifications to the files. Game name is Darkness Falls 4.01 VSmall 20.3.

If it doesn't work that's fine, the log should let me know even if it fails.
Your game does not even show up in the serverlist - sorry!

And one for english native speakers, as obviously I'm not one ...


perkASWeapons4Desc


Increase damage by 20% for this weapon class. Increase reload speed by 20%. Increases at skill level 81. Increases run speed by 20% while holding an automatic weapon. 4% chance per shot to make an enemy ragdoll. +1% damage per successful hit until you miss.

What does "to make an enemy ragdoll" means?

 
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