• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

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

maybe its just my game, but it specifically asks for Clay 0/30 while i have enough clay soil in my inventory. Both Mortar and Pestule recipes.

 
Ah, sorry, slightly misunderstood because it's getting late here.

It's definitely clay in the forge or advanced forge. Just toss it into the input area and wait, then make it.

 
Look on the right of your screenshot where it says CLAY with green numbers.

That's what you use. SO you make the mortar and pestle in one of the forges, which is what it says in the item description for the mortar and pestle under [Crafting Area]

 
I'll double check the bicycle. I think it's made in the workbench with a wrench...


Clay soil is the stuff you need. :)
Hey, absolutely loving the mod too. Best I have played. I like the progression in it, makes it more like a real RPG, which is awesome for me.

I second that about the wheels though. I can't find them anywhere in the recipes, and you would think that if you learned the bicycle, it would come with being able to make wheels for it as well (they, being part of the bicycle of course :) ) I tried at the workbench and had all the materials, but said I didn't know it. I kind of feel stuck at this one point, as I am ready to branch out into the wider world, and *whew* am I sweating a lot from running.... ;)

THANKS FOR THE GREAT WORK!

 
With the "mod launcher 4 linux" I still get error. Now and after numerous errors stays at this point (image) and can not do anything anymore.The version with which the game is the last and on the screen of the mod comes another version.https://ibb.co/6HRNhWq :upset:

 
Hey, absolutely loving the mod too. Best I have played. I like the progression in it, makes it more like a real RPG, which is awesome for me.I second that about the wheels though. I can't find them anywhere in the recipes, and you would think that if you learned the bicycle, it would come with being able to make wheels for it as well (they, being part of the bicycle of course :) ) I tried at the workbench and had all the materials, but said I didn't know it. I kind of feel stuck at this one point, as I am ready to branch out into the wider world, and *whew* am I sweating a lot from running.... ;)

THANKS FOR THE GREAT WORK!
I found wheels when looting. Maybe you can get them by disassembling vehicles (with the wrench).

Question I have - did you change anything regarding the zombie's attack reach? It feels harder. Also the stealth system works... differently. Looting, mining doesn't seem to increase visibility.

 
Last edited by a moderator:
Hey, absolutely loving the mod too. Best I have played. I like the progression in it, makes it more like a real RPG, which is awesome for me.I second that about the wheels though. I can't find them anywhere in the recipes, and you would think that if you learned the bicycle, it would come with being able to make wheels for it as well (they, being part of the bicycle of course :) ) I tried at the workbench and had all the materials, but said I didn't know it. I kind of feel stuck at this one point, as I am ready to branch out into the wider world, and *whew* am I sweating a lot from running.... ;)

THANKS FOR THE GREAT WORK!

Hello, you can get wheels when you looting wheels on the road, its easy. :) . In the road try to loot the wheels you see with a wrench, axe or anything

 
Hey, absolutely loving the mod too. Best I have played. I like the progression in it, makes it more like a real RPG, which is awesome for me.I second that about the wheels though. I can't find them anywhere in the recipes, and you would think that if you learned the bicycle, it would come with being able to make wheels for it as well (they, being part of the bicycle of course :) ) I tried at the workbench and had all the materials, but said I didn't know it. I kind of feel stuck at this one point, as I am ready to branch out into the wider world, and *whew* am I sweating a lot from running.... ;)

THANKS FOR THE GREAT WORK!
You can wrench wheels to get wheels. Mechanic gets the wheel recipe. :)

With the "mod launcher 4 linux" I still get error. Now and after numerous errors stays at this point (image) and can not do anything anymore.The version with which the game is the last and on the screen of the mod comes another version.https://ibb.co/6HRNhWq :upset:
I have no idea then, I'm afraid. I'll boot up Ubuntu later, but last time I tried it worked absolutely fine.

I found wheels when looting. Maybe you can get them by disassembling vehicles (with the wrench).
Question I have - did you change anything regarding the zombie's attack reach? It feels harder. Also the stealth system works... differently. Looting, mining doesn't seem to increase visibility.
I haven't tweaked the stealth system or zombie reach. Though in the latest experimental I did tweak zombie sight range to try and make stealth a little more viable. :)

 
Are we suppose to get exp when the Guard NPCs at the traders kill zombies? Not sure if this was answered already or not.
If you're using Sorcery, you "mark targets" within close proximity to you which grants you XP on their demise of any form (Traps). This is a deeper feature that'll be tweaked and governed in the near future.

 
my mortar and pestile needs 30 clay. all i can gather/craft/srap is clay soil. even with the forge. Do i need advanced forge for this?
iam playing with sorcerer modlet
Just to clarify, Sorcery doesn't alter other mod's recipes or "harvestables". :)

 
If you're using Sorcery, you "mark targets" within close proximity to you which grants you XP on their demise of any form (Traps). This is a deeper feature that'll be tweaked and governed in the near future.
Ah ok. Forgot to mention that. I had no idea sorcery had that type of stuff in it. Here I thought khain was showing us some mercy and added in some fancy feature to make living at the trader more desirable lol. Many thanks for the information.

 
Ah ok. Forgot to mention that. I had no idea sorcery had that type of stuff in it. Here I thought khain was showing us some mercy and added in some fancy feature to make living at the trader more desirable lol. Many thanks for the information.
Yeppers, Sorcery has a lot of craziness and more coming... the "modlet" label fools a lot of people into thinking it's more limited than it is. TFP has done a fantastic job at opening many doors for modlets and there's more coming. :)

 
Are we suppose to get exp when the Guard NPCs at the traders kill zombies? Not sure if this was answered already or not.
Nope. Guards will totally kill steal you and you get no XP, as Kickz found out today... :D

No near death trauma debuff anymore? Is there any penalty when you die?
On experimental... there is an altered near death debuff.

Health dropped to 50 for the duration.

Food dropped to 50 for the duration.

Stamina dropped to 50 for the duration.

-25% XP penalty for the duration.

However, decent food and drink will offset the health/food/stamina penalties to a max of 100... so +50.

 
So, how compatible is this mod and other Modlets? I have a few modlets installed, including:

Firearms 2

Ragsy's Find Bicycles

Ragsy's Useful Tires

Ragsy's Realistic Meat

Xajar Arrow Recipies

Xajar Brass Knobs from Doors

Xajar Death Debuff Timer

Xajar Faster Vehicle Speed

Xajar Flagstone Frames

Xajar Mod Tweaks

Xajar Trader Daily Restock

Xajar Wandering Horde Size

Xajar Water Refill

Quality Effectiveness Bonuses

Reduced Stamina Usage by Quality Level

Do any of these sound like they'd cause conflicts, or would Darkness Falls nestle nicely into these mods?

 
I make absolutely no guarantees any of them will work.

I know Firearms 2 should have been tweaked for better compatibility.

Tyres already have a use.

No idea what the arrow recipes is, but probably not because I edited arrow and bolt recipes.

Brass knobs from doors should be ok.

Death debuff timer should be ok.

Faster vehicle speed MIGHT be ok until 2.1 due to extra vehicles.

Flagstone frames might be... but eh... why?

Trader daily restock might be ok, but that's kinda OP and I don't recommend it.

Wandering horde size WONT be.

Water refill.... no idea what that is so can't comment.

Quality effectiveness bonus - Might be but don't use it. I balanced stuff around static damage/level so if you mess with that you're likely going to make a basic sniper rifle better than a coilgun since my new guns WON'T be in that modlet.

Most things already have reduced stamina usage per level, so I wouldn't mess with that either.

As a very general rule, modlets are use at your own risk. If it breaks the mod, not my problem.

I also wish folks would play DF WITHOUT ANY MODLETS first. It's taken bloody days to try and balance everything, so at least give it a try before you start ruining that, kk thx. :p

 
Back
Top