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

In Items.xml, you need to change ammoArrowStone's entry from <property name="IsSticky" value="false"/> to <property name="IsSticky" value="true"/>. But if the entities they get stuck in are huge, be prepared for some telephone pole-sized arrows sticking out of things (looking at you, Grace).

 
How do you re-enable arrow collecting? It doesn't make much sense not to be able to collect them.
<property name="IsSticky" value="false"/> has to be changed to <property name="IsSticky" value="true"/>

Ammo is so plentiful that I end up almost never using them myself, but there you go. Not sure if that'll mess up something in the mod, as I'm not testing it.

On an unrelated note, I modified the powerblow item mod to be used by the ranged turret as well, and oh dear god it's hilarious (and a bit broken). Sends everything it shoots sailing through the air. xD

 
Hello KhaineGB,

I want to start out by saying thanks for all of the hard work, as a modder in other games I understand the commitment involved.

We are having an issue with player damage. Our server is set to No Killing, which I assume by the options would mean that we don't damage other players, but we still are. Am I correct in my assumptions and is this controlled by the mod, or do I need to contact the game devs/my hosting?


I haven't messed with that so i'd make absolutely sure your server settings are correct.

Hi,

playing again since 19.2

and just saw these scary mutated spider. First i though what octupus are crawling at the land/roof (saw it first at the school endroom roof).

Very nice work ! 🙂

Playing on the DF-VSmall noCP map.

I notice alot of backpack at the ice biome, they sprout like mushroom at some area's. No interaction possible, 1000 HP and don't drop anything if you destroy them.

Just doing missions for a scout, got faction 13 and could get anther trader route 1 from him.

But the bug is, i could accept the mission mulitple (maybe infinity) times all to the same trader.

Edit: ok notice now it is the quest to Razor.

Followup quest from Razor to get some supplies, you don't have a marker back to the trader (Razor) once you pickup the supplies.

Edit: ok, notice at the follow up of these, you can turnin at any trader, thats why you don't get a marker.

I play at german this time, and notice the pocket mod's use the translation for pocket mod for armor, but they can only be installed on clothings.

I found these extra german translation modlet, maybe these change it, need to restart first.

I got mission to pickup stuff from the DF Research Lab.

I don't think this should happen, that POI should be excluded from the possible mission list.

Or maybe you add them, so people can loot multiple times that research lab ?

Don't you think the bladed weapon got a too high attack's/min ?

Currently i think they are way to fast. Faster then knuckel at the vanilla game.

I add the NiCd battery as mod and can stun a whole horde with it.

And then the Laser sword is so slow compared to the machete.

What do you think to add another challenge "Science strike back" where scientist and the protective suit guy's appear ?


The razor thing is known. I don't want to mess with fixing it right now as it can cause player resets. So, enjoy the free ammo? ;)

The marker i've been trying to fix and haven't been able to.

The german translation is not mine.

The mission to the lab was intentional but will be removed later.

No, I don't think blade is too fast, since a lot of people still think blunt is better due to stun/knockdown. They needed something to be competitive.

I want to change the 7 day set time to a wandering horde. I see talk of a wandering horde modlet that works with DF but I can't seam to find a link anywhere. Is there one for 4.01 and where do I find it?


https://cdn.discordapp.com/attachments/724696325714739220/924389053162455040/3-DarknessFalls-WanderingHordePatch.zip

I am still back in A19.5b60+DF3.4+S0.944 land.

Willy vs Marauder.

Took a look at willy, and found tiltThreshold. Was 50 for the Marauder, 3 for willy. Tried 3.

I think the result was much more see-saw of the rear axle and a feeling of lightness. Too light, so I tried 20 and seems to 'feel' right.

Willy has 6000 for motorTorqueMaxQ, Marauder had 5000, it got bumped, cos does not like a bit more torque?




Auto Reload not working as expected whilst aiming.

The issue with aim and some guns is this;

1 Aim and keep firing , the gun does not reload itself after trying to fire with no bullets left in the clip (plenty of bullets in inventory),

2 Aim and fire any number of times, press R to reload, nothing happens, however if you stop aiming the gun reloads itself.

Try as I might I cannot work out what is keeping the gun in aim and stopping the reload sequence.

It fails with these weapons; DFgunPipeRifle, DFgunM4A1, DFgunCoilrifle, DFgunCoilSniper, DFgunLaserRifle.

This issue is with A19.5b60+DF3.4+S0.944.

Has this been resolved in the A20.x era?


Armor bypass/penetration.

I found this;


  Reveal hidden contents
<passive_effect name="TargetArmor" operation="perc_add" value="-.2" />
on ammoArrowSteelAP.

My assumption is that code means that, the armor value of your target is reduced?

But I am confused by their being no base_set, as I thought perc_add was an percentage increase added onto what ever the value was before reaching that point in the code.

Anyway....I was looking for some kind of hack to allow a weapon to ignore a certain about of armor on the target, to penetrate a single target in armor slightly better than you would expect, i.e. do more damage because some of the armor is ignored.

I this a reasonable approach ? in terms of how to slip the knife in?

Or would you suggest looking at an alternative method, bearing in mind I am playing in a time warp :) A19.5b60+DF3.4+S0.944.
Bdubs has nothing to do with me.

No that has not been resolved with the guns because the only option is to turn autoreload off, which people did not want.
 

How do you re-enable arrow collecting? It doesn't make much sense not to be able to collect them.
You don't. It's turned off for a reason. The reason being it looks like you shot something with an office building (no, i'm not kidding)

You do realise arrow retrieval was NEVER A THING prior to A17, right? It's not like it's hard to make arrows.

 
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Thanks for the quick response. The pvp thing is actually working now, not sure what was up with it the other day, the server has always been set to no killing. Thanks for the link to the wandering horde, hopefully it will help me with a little change I want to make. There should be an option to lower or shut off the permanent wellness penalty during the normal Blood Moon event.

 
You do realise arrow retrieval was NEVER A THING prior to A17, right?
Yeah that was a neat addition and all, but never once something I concerned with, even with the best arrows. A16 and before could be very stingy with ammo, but now it gives out bullets so frequently that bows/crossbows are pretty useless once you get a gun with a silencer.

 
This might not be your issue but as this is in the package.

It is all down to the new vehicles, are they using some sort of anti-grav device?? As they are not on the ground. It is not the vehicles that I use but the other ones that are found. I am using the marauder and that is fine. I found ab APC and it's wheels are not on the ground.

Hope that is making some sense.

EDIT: I will post a pic soon(ish)

nowheels.png

 
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Yes I could just add this question but, in the maps, for example DFalls-Medium1-NoCP, what does NoCP mean?

 
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This might not be your issue but as this is in the package.

It is all down to the new vehicles, are they using some sort of anti-grav device?? As they are not on the ground. It is not the vehicles that I use but the other ones that are found. I am using the marauder and that is fine. I found ab APC and it's wheels are not on the ground.

Hope that is making some sense.

EDIT: I will post a pic soon(ish)

View attachment 24004


 Should be fixed in the next version

And nocp means no compo pack

 
@KhaineGB Thanks for the reply. Re Marauder comment, yes I know it's Bdubd, but I was sort of replying to the suggestion about looking at the Willy.

No offense meant.

Still loving the vids you are posting, short and sweet, just how I like em :)

Re Guns, one last comment, the DFgunP225 works perfectly.

I am interested in a reply for the armor penetration question, I know you are a very busy chap, just reminding you.

I am looking forward to moving to A20, but I wonder if my potato will run it.

BTW, do you know of any list of mods that DF A20 will have conflicts with?

I am currently playing DF with Sorcery, but will likely to looking at DF with some other things next time around.

Maybe some extra zombie models, the npc project looks interesting, as does the forest? stuff.

Or maybe you or someone else in here have a few suggestions of things to run DF with?

DF is amazing but I am a bit greedy/inquisitive so...

Oh and I think one of your vid play through is using an extra thing for the initial map generation, something that add extra POIs, do you know if that works with a20 4.x ? or have I missed where you said something about it?

Cheers

 
Is there a list of changes I could read? In the past I was able to put a claim block on traders and now there seems to be a dead zone around it? Do I need to put 4 claim blocks to be able to build a base in it?

 
Apaseall said:
@KhaineGB Thanks for the reply. Re Marauder comment, yes I know it's Bdubd, but I was sort of replying to the suggestion about looking at the Willy.

No offense meant.

Still loving the vids you are posting, short and sweet, just how I like em :)

Re Guns, one last comment, the DFgunP225 works perfectly.

I am interested in a reply for the armor penetration question, I know you are a very busy chap, just reminding you.

I am looking forward to moving to A20, but I wonder if my potato will run it.

BTW, do you know of any list of mods that DF A20 will have conflicts with?

I am currently playing DF with Sorcery, but will likely to looking at DF with some other things next time around.

Maybe some extra zombie models, the npc project looks interesting, as does the forest? stuff.

Or maybe you or someone else in here have a few suggestions of things to run DF with?

DF is amazing but I am a bit greedy/inquisitive so...

Oh and I think one of your vid play through is using an extra thing for the initial map generation, something that add extra POIs, do you know if that works with a20 4.x ? or have I missed where you said something about it?

Cheers
Don't worry, I didn't take offense. I'm just very plain speaking/blunt. :) Easier to avoid miscommunication that way.

I'll have to double check armor penetration, but I believe I changed guns so they don't do that. AP ammo and armor shredder mod does.

Most mods won't work with DF, especially anything that changes UI or progression (sorcery is the exception because myself and devrix work together to ensure compatibility).

There's more zombie models in A20 already. Not sure if anyone else had added more yet.

POI's are easy to add. It should work with 20.4. Is that in experimental now?
 

Is there a list of changes I could read? In the past I was able to put a claim block on traders and now there seems to be a dead zone around it? Do I need to put 4 claim blocks to be able to build a base in it?
You can't claim block a trader because the trader protection is TECHNICALLY still there. I just made it a very small area (1x1x1)

It's unfortunately required because TFP changed quests to get the position of the trader protection to select appropriate POI's, rather than the trader's position (which is what used to happen)

 
Plus another one, I have managed to get most of the class book but not the technology one. I cannot even craft it using the writing bench. HELP please

 
Look up "The Future Is Now!" 😛


I have several times and there is no advancement from zero. I have tried swearing at it, nope. Looked up in tinterweb tried all of that. ARGgggg I will try again

EDIT: I tried again, no class book at all only the purple one. clicked on use and.... nothing changed

 
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If I really have to spell it out...

You have to look up that book in recipes, make one (and no, it does NOT take skill notes) and then use it, and the perk only takes effect from level 75...

 
Right here we go, when I look at the part I wish to upgrade, it is showing as 0/1

If I really have to spell it out...

You have to look up that book in recipes, make one (and no, it does NOT take skill notes) and then use it, and the perk only takes effect from level 75...


I have been doing that many times. Anyway I do like your directness.

 
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So i deleted the Quest "Finding Eve" by accident (actually wanted to make it active while flying the gyro, sigh). Is there any way to get it back or does this mean i have to start over again to be able to progress in the story line?

 
Have all the Sky scrappers that were in the mod during past alphas been removed? Cause i cant find any of them in the current medium map.

 
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