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

In my initial testing with this minion, the AOE was not that big. If I recall it was 10 blocks which is quite large, just "Massive" seems a bit of an exaggeration? :)
10 blocks to effect the player.

30 blocks to effect nearby zombies (Yes, it buffs zombies)

 
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Yes they are.

It's an end game boss that  only spawns at GS800+

No it's not being reconsidered. Adapt, die or just run.
Well, I am admittedly very late in the game at GS874, just killing time looking for POIs I've not seen before. But as the Demon Lord appears in Tier 3 missions, it seems somewhat overstated to call it 'an endgame superboss' when you can find them in an abandoned gas station or 7-11. One doesn't normally think of Demogorgon as hanging around the Applebee's. Unless you've worked there, then you know better.

I didn't experiment to find the radius of 10 blocks, I suppose the strategy now is to routinely use HE rockets to remove the POI structure until the Demon Lord is exposed so that one does not bleed to death looking for it. Or just accept that it's time to retire the world, I've outlived the logic of what justifies the placement of an endgame superboss.

Still fun, but has become a bit tedious to encounter them routinely. This is the gamer's analog of First World Problems, Level Three Hundred Problems. I recall my request to change the mechanic, I accept that I am playing the game in an edge case scenario.

 
I actually thought the demon lord would be a final boss for the final POI, whenever that is ready. I didn't think he would just be a random POI sleeper.

Possibly it is due to the final part of the story being incomplete. Khaine would have to verify that?

 
Well, I am admittedly very late in the game at GS874, just killing time looking for POIs I've not seen before. But as the Demon Lord appears in Tier 3 missions, it seems somewhat overstated to call it 'an endgame superboss' when you can find them in an abandoned gas station or 7-11. One doesn't normally think of Demogorgon as hanging around the Applebee's. Unless you've worked there, then you know better.

I didn't experiment to find the radius of 10 blocks, I suppose the strategy now is to routinely use HE rockets to remove the POI structure until the Demon Lord is exposed so that one does not bleed to death looking for it. Or just accept that it's time to retire the world, I've outlived the logic of what justifies the placement of an endgame superboss.

Still fun, but has become a bit tedious to encounter them routinely. This is the gamer's analog of First World Problems, Level Three Hundred Problems. I recall my request to change the mechanic, I accept that I am playing the game in an edge case scenario.
It should not be in POI's. I did state that when one of the testers redid the groups for the empowered zombies.

So thank you. That's something that needs to be fixed. He's supposed to be wandering horde/bloodmoon/DF bunker ONLY

 
It should not be in POI's. I did state that when one of the testers redid the groups for the empowered zombies.

So thank you. That's something that needs to be fixed. He's supposed to be wandering horde/bloodmoon/DF bunker ONLY
So does that mean I don't have to Git Gud, as was so helpfully suggested? :)

lol

Regards and Thanks,

BDF

 
New dev build before christmas and new year and all that stuff hits. I'm not planning to do another dev build before christmas, or probably even new year, so enjoy it. :)

Yes, this is basically a "restart required" version of the mod due to all the map fixes and stuff. Just FYI.

V4.1.2-DEV-B1

- Added Pulse Mine. (currently does not use a new model, have icon or localization)
- Added Overcharged Energy Cell.
- Added Overcharged Power Source melee mod.
- Added Molecular Reconstructor Repair Kit's (2 different types that repair different things, see item descriptions)
- Fixed Zombie Janitor Radiated using the wrong mesh.
- Fixed Flaming/Exploding arrows and bolts giving the wrong arrowheads when opened.
- Fixed junk turret ammo bundles not using ammo to be made like everything else.
- Fixed underground cannabis and rice not being placeable/not growing properly.
- Fixed the JaWoodle Purple bundle not having an icon.
- Fixed PEP_Hotel_Construction_Site_01_Zyncosa being 2 blocks too low on all maps (POI was already fixed).
- Fixed Anna and Bunker on all maps.
- Fixed Fail-not not being able to take pulse arrows.
- Removed the restriction on honey that meant it only worked on level 1 infection. It should now work on any infection (assuming the 70% roll passes).
- Adjusted stats of Fail-not so it should be at least equal to a Titanium Crossbow.
- Frame shapes for cobblestone+ now have new textures so it's easier to see what isn't upgraded from distance.
- Lowered the degradation per use of both augers so they'll last longer.
- Lowered the harvest penalty of using the auger, and REMOVED the harvest penalty on the titanium auger (however it does not get a bonus like other tools, so a titanium pick will still give more).
- Tweaked bee hive and chicken coop loot lists.
- Tweaked when turrets unlock in advanced engineering, so the auto turret unlocks at level 4 now (not 5) with the shotgun turret, and the mk2 versions unlock at level 5.
- Repulsor Mod no longer ragdolls zombies 100% of the time with the plasma baton.
- Padded armor now works like it did in 4.04 (no mobility/stamina penalty) but has HALF the mod slots of all other armor.
- All other armor has been rebalanced on physical resistance and mobility penalties. So leather and military should now be the same on penalties, while scrap/iron/steel should be the same on penalties.
- Titanium is now steel armor with military armor penalties.
- Power armor now has slightly lower protection (12 instead of 13) but NO mobility or stamina penalties.
- More localization fixes.

Link: https://drive.google.com/file/d/1XLwpp9ifZ0YG403FL154voN8MrVaPk9h/view?usp=share_link

 
Does anybody know what the decapitatizer mod does? I can not find it mentioned on Google. 


It seems you don't do any damage, but significantly increase dismemberment chance.

Is that something you can get from the mod though?  Or it is just a CM item only that Khaine had implemented on one point but never placed in the game itself (loot, traders, craft)?

 
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In Darkness Falls?
Yea, I found it playing DF. Dropped in a zombie bag. Never seen it before but it makes the weapon do zero damage. Even if it increases a chance of dismemberment, this seems like a gag mod. I was just trying to confirm that it's a joke rather than something I am missing. 

 
That's a creative mode only mod from vanilla.

It does not drop in DF without editing the files. Just went and checked loot.xml and it's not there.

 
I need assistance setting up a personal server to run Darkness falls.

* I have already verified that I am able to connect to the server on vanilla game files.

I followed the instructions from the first page of this topic; I clicked the link for server downloads/manual install. I clicked the 3 dots and downloaded the zip, then extracted the zip to my desktop (this way if something messes up I have clean files), I copied all the downloaded files into the 7 days to die dedicated server game file, I deleted the original server configuration xml and renamed the darkness falls server config to what the original file was named.

I then run the batch file to start the server. 

All of the settings that I changed in the darkness falls config are shown in the boot up text for the server. The server finishes its boot and states it has started.

I use a laptop (that uses modlauncher to keep darkness falls up to date) to play and connect to the server.

*The text on the server shows a user is connecting. 

*On the laptop a bunch of red errors start popping up when "receiving configuration files" that state files are missing. 

Where did I go wrong?

 
Read and maybe edit the serverconfig according to your config (pathes, Map, etc on your server). And you need DF (ofc same version) also on the client side.

 
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Read and maybe edit the serverconfig according to your config (pathes, etc). And you need DF (ofc same version) also on the client side.
I stated that I did those things in my post ^_^

*I took the server config file that came with the darkness falls download and replaced the original server cofix xml. I made my edits to server name, map, etc. And the server text displayed the changes which I verified were all correct.

* I used a laptop that uses modlauncher to keep darkness falls up to date. (And plays darkness falls in single/multiplayer just fine). It shows on the server text that a user is connecting when I connect using the laptop. When receiving the config files from the server is when I get a bunch of errors stating that files are missing.

I can not tell if the files from the link on page 1 are the same as the files used in the mod launcher or not but I would assume they all pull from the same source.

 
Khaine advises against Modlauncher. Does the client run in single player, which DF-version shows up? I would delete the game client, and try a clean and manual install. And I recommend copying the complete 7d2d-folder and starting the game from this copy (so steam cannot mess up your install).

 
@KhaineGB, Are you posting gameplay videos with the recent changes on your Youtube Channel ?
Not at the moment, no. People wanted something different.

I need assistance setting up a personal server to run Darkness falls.

* I have already verified that I am able to connect to the server on vanilla game files.

I followed the instructions from the first page of this topic; I clicked the link for server downloads/manual install. I clicked the 3 dots and downloaded the zip, then extracted the zip to my desktop (this way if something messes up I have clean files), I copied all the downloaded files into the 7 days to die dedicated server game file, I deleted the original server configuration xml and renamed the darkness falls server config to what the original file was named.

I then run the batch file to start the server. 

All of the settings that I changed in the darkness falls config are shown in the boot up text for the server. The server finishes its boot and states it has started.

I use a laptop (that uses modlauncher to keep darkness falls up to date) to play and connect to the server.

*The text on the server shows a user is connecting. 

*On the laptop a bunch of red errors start popping up when "receiving configuration files" that state files are missing. 

Where did I go wrong?
1) Don't use the mod launcher.
2) Make sure the game runs 4.1.1 in single player.
3) That config file SOMETIMES breaks. It's included as example defaults. You should edit the one that comes with the game.

 
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