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

Is there a known inconsistency with bleeds stacking? I have two worlds going using blade weapons on both, but only on my solo world do bleeds stack. I usually only use power attacks for guaranteed bleed application.

On my farther progressed solo world I have 97 skill with blades and 5/5 blade guy, bleeds seem to do 10 per tick and multiple hits stack to much higher damage over time as per the Deep Cuts perk from vanilla. They stacked in intensity as expected from the beginning.

On my duo world however we are both using blade weapons and I'm about 43 bladed weapons and 4/5 Blade guy, bleeds to 6 damage per tick but does not increase even after multiple power attacks which should guarantee additional bleed applications, this is the case for both my friend and myself. I tried relaunching the game and world to test it by myself and still had no luck.

Not sure if this is necessarily part of the mod or with 7 Days itself but figured it'd be worth checking here, unless I'm just missing something obvious between each game.

 
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I have a very minor issue to report.  The Bag of Dried Fruit food says that it recovers 7 health but when eating it I only recover 5.  I looked in the Item.xml file to verify and this is the way it is set up, to say that it recovers 7 but actually recover 5. 

<item name="foodBagOfDriedFruit">
            <property name="Extends" value="foodCanBeef"/>
            <property name="Material" value="Morganic"/>
            <property name="DisplayType" value="foodCanned"/>
            <property name="CustomIcon" value="driedFruitBag" />
            <property name="DescriptionKey" value="foodBagOfDriedFruitDesc"/>
            <effect_group tiered="false">
                <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Food" operation="add" value="5"/>
                
                <display_value name="dFoodAmount" value="7"/>
            </effect_group>

I edited it and it now works properly in my game, but wanted to give you a heads up.  

 
I’m looking for the Dfalls-krunchmap-small-8k v1.1 it doesn’t seem to be in the download anymore.  I need it to load my map from last summer .
It's not in the latest version because it's not compatible with the latest version.

Is there a known inconsistency with bleeds stacking? I have two worlds going using blade weapons on both, but only on my solo world do bleeds stack. I usually only use power attacks for guaranteed bleed application.

On my farther progressed solo world I have 97 skill with blades and 5/5 blade guy, bleeds seem to do 10 per tick and multiple hits stack to much higher damage over time as per the Deep Cuts perk from vanilla. They stacked in intensity as expected from the beginning.

On my duo world however we are both using blade weapons and I'm about 43 bladed weapons and 4/5 Blade guy, bleeds to 6 damage per tick but does not increase even after multiple power attacks which should guarantee additional bleed applications, this is the case for both my friend and myself. I tried relaunching the game and world to test it by myself and still had no luck.

Not sure if this is necessarily part of the mod or with 7 Days itself but figured it'd be worth checking here, unless I'm just missing something obvious between each game.
Being blunt?

MP bug, don't care. I'm tired of tracking down MP bugs because of TFP coding.

I have a very minor issue to report.  The Bag of Dried Fruit food says that it recovers 7 health but when eating it I only recover 5.  I looked in the Item.xml file to verify and this is the way it is set up, to say that it recovers 7 but actually recover 5. 

<item name="foodBagOfDriedFruit">
            <property name="Extends" value="foodCanBeef"/>
            <property name="Material" value="Morganic"/>
            <property name="DisplayType" value="foodCanned"/>
            <property name="CustomIcon" value="driedFruitBag" />
            <property name="DescriptionKey" value="foodBagOfDriedFruitDesc"/>
            <effect_group tiered="false">
                <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Food" operation="add" value="5"/>
                
                <display_value name="dFoodAmount" value="7"/>
            </effect_group>

I edited it and it now works properly in my game, but wanted to give you a heads up.  
That's just the display then. I need to check if I wanted it to be 7 or 5 and adjust.

 
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Have a question about a mechanic.  When looking though the items.xml I've seen several mentions of a stress reduction, such as certain foods and the cannabis joint.  Is stress a fully fleshed out mechanic, and if so what is its in game effect?

 
It's not in the latest version because it's not compatible with the latest version.
Thank you for clearing that up.  I’ve looked around and I can’t find any links to legacy versions.  Is that something that you have or do you just keep your up to date stuff?  I don’t remember the version it was from around June 2022.  Thanks

 
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Have a question about a mechanic.  When looking though the items.xml I've seen several mentions of a stress reduction, such as certain foods and the cannabis joint.  Is stress a fully fleshed out mechanic, and if so what is its in game effect?
Yeah, something Khaine added I think early in 2022, maybe earlier, but was never actually implemented. Various activities would cause your character to get stressed, and you would need to destress. I think he initially also added a line into the character's stats page. It has some great implications, so I hope he does get it going one day.

 
Yeah, something Khaine added I think early in 2022, maybe earlier, but was never actually implemented. Various activities would cause your character to get stressed, and you would need to destress. I think he initially also added a line into the character's stats page. It has some great implications, so I hope he does get it going one day.
Thanks for the clarification, although it makes me wonder, because without the stress reduction, there isn't a whole lot of reason to have cannabis in the game, as the only remaining effects I can tell are an increase to hunger and thirst, stun resistance and curing concussions, which would be better handled with other meds that don't have the hunger/thirst debuff.

 
Thanks for the clarification, although it makes me wonder, because without the stress reduction, there isn't a whole lot of reason to have cannabis in the game, as the only remaining effects I can tell are an increase to hunger and thirst, stun resistance and curing concussions, which would be better handled with other meds that don't have the hunger/thirst debuff.


I do recall that in one of the updates Khaine did say cannibis was there to help reduce the problems of stress, and stress would be implemented later. For now, I guess grow is for the sake of smoking weed, and having it as a counter to stun. Unless you have the perk  :)

 
@KhaineGB

Hey, Yesterday night, I was watching the DF series on Neebs Gaming and watched the episodes where you made a surprising entry and helped them in building and defending the base. Amazing excitement. And I enjoyed a lot. One thing though, people now knows how to build a base against the new enemies as they have been watching your series and I think now the Zs and Giants will keep running in loops and keep on doing up and down. Somebody need to find a few characters who will not do that and they start banging the base walls. Hahaha. Just saying. Please dont mind.

 
Have a question about a mechanic.  When looking though the items.xml I've seen several mentions of a stress reduction, such as certain foods and the cannabis joint.  Is stress a fully fleshed out mechanic, and if so what is its in game effect?
It was something planned but we had SERIOUS issues with the math, so for the moment, it is disabled. Planning to revisit it when I have more spare time.
 

@KhaineGB

Hey, Yesterday night, I was watching the DF series on Neebs Gaming and watched the episodes where you made a surprising entry and helped them in building and defending the base. Amazing excitement. And I enjoyed a lot. One thing though, people now knows how to build a base against the new enemies as they have been watching your series and I think now the Zs and Giants will keep running in loops and keep on doing up and down. Somebody need to find a few characters who will not do that and they start banging the base walls. Hahaha. Just saying. Please dont mind.
I am planning to play with the AI a bit and see if I can have some that dont do that

 
It was something planned but we had SERIOUS issues with the math, so for the moment, it is disabled. Planning to revisit it when I have more spare time.
Cool, I was just wondering, because I know that some of the Darkness Falls is your original work and some is other modders work that has been added in and there is a mod that is all about stress and its management so wasn't sure if this was something added in.

 
On 1/7/2023 at 2:38 AM, Canute said:

Take a look at this video, that explain how you can modify POI. That shouldn't be that complicate
You need to select the Lab POI and adjust the high by 5 blocks.

This is not working for me. Holding G and pressing the space bar moves me, not the POI even though the POI IS selected. I am obviously not in an editing "mode" somehow. What am I doing wrong? I thought I followed the video exactly.

 
This is not working for me. Holding G and pressing the space bar moves me, not the POI even though the POI IS selected. I am obviously not in an editing "mode" somehow. What am I doing wrong? I thought I followed the video exactly.
G is, by default, assigned to "drop toolbelt item". I always use none in that key that so I don't drop items in game. That was the problem.

 
Hello Guys,

I love the mod. It is just absolutly fantastic. I am on first playthrough on insane on day 60. I did generate map as I wanted unique experience. I dont have Razor and propably Eve. I am on level 3 scout missions. Meet Razor quest failed with "NO TRADER" and when I do renew it from command line it is same even if I spawn him using F6. Invoking meet Eve quest from command line gives "NO TRADER". I dont know how to spawn her and even if it would help. Dont know what to do.

I put so much effort into this as I want to play additinally no death (I load save on death). Any ideas?

Can I play any other map as long as it is not autogenerated? Shouldnt be some warning when attepting to generate? It is terrible. I feel down.

 
Hello Guys,

I love the mod. It is just absolutly fantastic. I am on first playthrough on insane on day 60. I did generate map as I wanted unique experience. I dont have Razor and propably Eve. I am on level 3 scout missions. Meet Razor quest failed with "NO TRADER" and when I do renew it from command line it is same even if I spawn him using F6. Invoking meet Eve quest from command line gives "NO TRADER". I dont know how to spawn her and even if it would help. Dont know what to do.

I put so much effort into this as I want to play additinally no death (I load save on death). Any ideas?

Can I play any other map as long as it is not autogenerated? Shouldnt be some warning when attepting to generate? It is terrible. I feel down.
This has been a think for a while now. Two posts up is a link to a video on adding pois to maps and save games. You have to add the darkness falls pois to the map. Anna's, Razor's, Eve's, Caitlyn's, the bunker, and the research lab. Personally I like not knowing a map which is why I stick to Khaine's and Krunch's maps. Granted I've played them so much I know them now, so I'm creating my own random adding the df pois then not playing it so I forget where I placed anna's and such.

 
In the latest B3 update, I didn’t play well four times!
I choose cards for DF pre-generated.
Once I generated the map myself.
However, it's bad! You can’t get a laser machine, since there are no underground bunkers on the map, no military bases where they are located!
Tell me what to do?

 
In the latest B3 update, I didn’t play well four times!
I choose cards for DF pre-generated.
Once I generated the map myself.
However, it's bad! You can’t get a laser machine, since there are no underground bunkers on the map, no military bases where they are located!
Tell me what to do?
Why don't you use the search on this thread - or read at least the posting just before yours? Really?
Just in case you already know each stone in all pregenerated DF-maps, you may try https://www.nexusmods.com/7daystodie/mods/2630 which is quite quite quite big, but fantastic, even as single player.

 
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Yeah I just started Krunch's map. 🙂
It is really awesome, as it includes some minor mods to intensify the dark mood. I am just in my first playthrough, and I plan three more on this map: It hast four separate quarters, each with its own DF-structures, each with several unique POIs I want to explore (hope to get useful starting points by trying different names for the savegame).

Really awesome, really the best map I played yet.

 
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