• 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...

Already done. :)

Code:
<gameoption name="BloodMoonFrequency" title="goBloodMoonFrequency" value_wrap="false" value_type="int" values="0, 7, 14" display_names="goDisabled" value_localization_prefix="goDay" />
<gameoption name="BloodMoonRange" title="goBloodMoonRange" value_wrap="false" value_type="int" values="1, 3, 5, 7, 9, 11, 13" display_names="" value_localization_prefix="goDay" />
<gameoption name="BloodMoonWarning" title="goBloodMoonWarning" value_wrap="false" value_type="int" values="-1, 8, 18" display_names="goDisabled,goMorning,goEvening" value_localization_prefix="" />
I actually meant

Code:
<gameoption name="BloodMoonFrequency" title="goBloodMoonFrequency" value_wrap="false" value_type="int" values=[u]"0, 3, 7, 14"[/u] display_names="goDisabled" value_localization_prefix="goDay" />
What's this?

gvIYYNX.png


Other concerns

Skills acquired by reading books are locked (most of them are), I would prefer to know what is required to unlock them.

You can abuse scavenging perk by repeatedly looting something that has been looted already.

Suggestion

I don't know if it's already like this but do better forges smelt and/or craft faster?

 
Last edited by a moderator:
Not sure if this has been brought up or not. But is it a bug that I am able to craft a bicycle and mini bike but I can not craft the tires for them?

 
I'm seeing books with quality levels on them and they are able to be modified. How does that work? I thought maybe I could modify 2 books that were the same with each other but that didn't work. I know I'm just missing something somewhere.

 
honestly i wouldnt suggest running this game from the mod launcher when playing on a dedicated server.. MAYBE it works well if its just the mod and 7dtd and you dont attempt to add any additional modlets, however as our server added a ton of extras it kicked back tons of errors, and wouldnt load ultimately, however when the mod and other modlets were manually added it worked like a dream

 
Hi Khaine,
Are you planning to add new weapons (aside from the laser one and the one you uploaded a picture of) in a new update? It would be awesome to have a bit of extra variety (we already have a lot, more than in most mods, which tend to just use different skins, but some more would be greatly appreciated).

Also, do you think this modlet would work with your mod or would there be some sort of interference? https://7daystodie.com/forums/showthread.php?114046-Firearms-2!-Fully-redone

and, finally, if you could add an option where we can increase zombie spawn...well, that would be amazing!
I won't be adding a zombie spawn increase option because it already causes lag when zombies spawn in... so I'm REALLY pushing it as-is.

I think the firearms modlet was altered so it should work with DF, though I never ever recommend the use of modlets with an overhaul mod.

I actually meant
Code:
<gameoption name="BloodMoonFrequency" title="goBloodMoonFrequency" value_wrap="false" value_type="int" values=[u]"0, 3, 7, 14"[/u] display_names="goDisabled" value_localization_prefix="goDay" />
What's this?

gvIYYNX.png


Other concerns

Skills acquired by reading books are locked (most of them are), I would prefer to know what is required to unlock them.

You can abuse scavenging perk by repeatedly looting something that has been looted already.

Suggestion

I don't know if it's already like this but do better forges smelt and/or craft faster?
Nothing I can do about the books. I can't alter the tooltip that displays when you unlock a perk early, which is REALLY annoying. However I might have a way to stop a book being read if you don't qualify for the perk... then I just need to edit the localization for the actual book to say what you need.

Bit of a pain, but I am planning to do it.

DFBabyGoatMale is exactly what it says... a male baby goat. ;) Put it on your hotbar and right-click. Animal husbandry is a thing in the experimental version, so you can breed animals.

Not sure if this has been brought up or not. But is it a bug that I am able to craft a bicycle and mini bike but I can not craft the tires for them?
No it's not. Wheels are mechanic only. You get wheels from tyres in the road just like you did in A16.

I'm seeing books with quality levels on them and they are able to be modified. How does that work? I thought maybe I could modify 2 books that were the same with each other but that didn't work. I know I'm just missing something somewhere.
It's just a game bug. For some reason it's obsessed with adding quality levels to the books. Not sure why and I'm trying to get rid of it. Just ignore it.

 
v0.7 Is Now LIVE!


Residents of Darkness Falls, this Sorcery Update includes a handful of important fixes for you! :)

 

 






Sorcery v0.7 Features




  • Stable: Playthrough Ready
  • NEW: Spell Charging (See Notes)


  • NEW: Stack Overhaul (See Notes)


  • NEW: Sorcery Crafting now tied to <Element Mastery>


  • FIXED: Multiplayer Bugs (See Notes)


  • FIXED: DF Sorcery Crafting


  • FIXED: RH Sorcery Crafting


  • FIXED: Certain Entities were immune to Spells (DF/RH/Custom)


  • FIXED: Unreliable Rune Damage / Effects


  • BALANCE: All Spells now properly rely on Stacks (Orbs)


  • BALANCE: Kill XP expires shortly after leaving vicinity of marked foes


  • UPGRADE: Sorcery Framework upgraded for even better performance and compatibility (See Notes)


  • ...there's a very loud thunder in the distance



Spell Charging / Stack Overhaul




  • VISUAL: Stacks are now visually represented by Spellcast Orbs


  • ORBS: The number of Spellcast Orbs visible around the wrist is the number of Stacks you'll add on each hit


  • LASTING: Stacks now persist for 10 seconds for all foes and only expire when you stop casting same element Spells


  • REFRESH: Stacks are refreshed for all foes while casting Same Element Spells


  • Tier 2+ Spells now properly rely on stacks for their impressive damage/effects


  • CHARGING: Spells can now be Charged to Apply Stacks to your foes on impact


  • MAX CHARGING: Tier 1 Spells are the only spells that can Charge Max Stacks, while Tier 2-5 can Charge one


  • SYNERGIES: See the in-game Spell Descriptions within the Sorcery Skill Tree for detailed Stack synergies and usage across Spells


 


Multiplayer / Dedicated Server




STABLE: The nasty multiplayer bugs have been worked around and exterminated! Sorcery has been extensively tested in P2P and Dedicated Multiplayer environments: Vanilla, Ravenhearst and Darkness Falls to ensure maximum stability and compatibility.


** A very special thank you to Jaga for providing the dedicated server, directly helping with the multiplayer testing and for providing valuable feedback this past week!

 

 


Darkness Falls




Residents of Darkness Falls will no longer run into foes immune to Spells; No one escapes Elemental Annihilation! Additionally, residents may now enjoy higher quality Sorcery Crafting based on <Element Mastery> of the item you wish to craft. Sorcerer Armor will look for your Highest <Element Mastery> level.


NOTE: Due to the non standard scale of certain DF Entities, some Spells may be invisible or supersized on these entities.

 


NOTE: Please remember not to bother Khaine with any Sorcery related questions. Instead, refer directly to the Sorcery Thread or Wiki.



 
Last edited by a moderator:
That looks awesome!!! any chance you'll add other new mods for weapons (new skins maybe? or a mod that allows shotguns to be useful?) Or...increase the number of mods per level of weapon? :D (even if the one you increase is the final one, it would be awesome ...imagine having up to 8-9 mods per weapon :p !)

 
Hiya All, Need some help on a couple things.

Generator Bank?? What perk is it under? I have "used" the generator bank schematic and have all the electric perks unlocked but it still says required recipe unknown when I try to craft it. Is it hidden somewhere else?

Also, under advanced forge, it shows red 0 or 1 on the perks, yet I can craft it. I have the red 0's all through my perk trees. Whats up with this?

electric.jpg

 
Mods, maybe... but not new skins.

Just because I SUCK at texturing. :D I also don't know if it's possible to swap skins on a gun model. I know it is on the zombies... but not sure about guns.

Increased mods is already a feature. Not 8-9, but quality level 8 increases most weapons/tools from 5 slots to 6. The reason I limited it to that is because the installable tags limits how many you can put on 1 weapon/tool as is.

And I really didn't feel like re-writing all of the tags. ;)

- - - Updated - - -

Hiya All, Need some help on a couple things.
Generator Bank?? What perk is it under? I have "used" the generator bank schematic and have all the electric perks unlocked but it still says required recipe unknown when I try to craft it. Is it hidden somewhere else?

Also, under advanced forge, it shows red 0 or 1 on the perks, yet I can craft it. I have the red 0's all through my perk trees. Whats up with this?

View attachment 28214
I think the generator bank is using the A17 method of unlocking. I need to double check it against perks and fix as necessary,

Red number means you don't meet the requirements in some way. So in the case of the advanced forge, you probably took the laborer class because the laborer gets it at Hammer and Forge 5.

ALWAYS check your class perks and their descriptions before you buy a generic perk. :)

 
I think the generator bank is using the A17 method of unlocking. I need to double check it against perks and fix as necessary,
Red number means you don't meet the requirements in some way. So in the case of the advanced forge, you probably took the laborer class because the laborer gets it at Hammer and Forge 5.

ALWAYS check your class perks and their descriptions before you buy a generic perk. :)
Thanks for the quick reply KhaineGB. I figured the red meant I got it in the specific class tree but wanted to double check. As for the generator, anywhere I can check and fix in the configs? I am at the stage of powering my base but can't unlock it for some reason.

 
DF Experimental alpha 17 great mod.

On the DF Small Map I located 2 floating houses and thought you may be able to fix before release

both located @

1174 N 54 E

Keep up the great work

 
Looks like I forgot to add it as an unlockable to electricity basics.

So add it here... this is in progression.xml.

Code:
	<perk name="perkElectricBasics" parent="skillPerks" name_key="perkElectricBasicsName" desc_key="perkElectricBasicsDesc" base_skill_point_cost="1" min_level="0" max_level="2" icon="ui_game_symbol_electric_power">
	<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="1" desc_key="reqScience1"/></level_requirements>
	<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="2" desc_key="reqScience2"/></level_requirements>

	<effect_group>
		<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,2" tags="wireTool,electricwirerelay,switch,ceilingLight01_player,electrictimerrelay"/>
		<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2" tags="spotlightPlayer,speaker,pressureplate,pressureplateLong,motionsensor,generatorbank"/>
		<effect_description level="1" desc_key="perkElectricBasicsRank1Desc"/>
		<effect_description level="2" desc_key="perkElectricBasicsRank2Desc"/>
	</effect_group>
</perk>
I'll either add it as a level 2 to that or make it a seperate perk like it was in A16. :)

 
Looks like I forgot to add it as an unlockable to electricity basics.
So add it here... this is in progression.xml.

Code:
	<perk name="perkElectricBasics" parent="skillPerks" name_key="perkElectricBasicsName" desc_key="perkElectricBasicsDesc" base_skill_point_cost="1" min_level="0" max_level="2" icon="ui_game_symbol_electric_power">
	<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="1" desc_key="reqScience1"/></level_requirements>
	<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="2" desc_key="reqScience2"/></level_requirements>

	<effect_group>
		<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,2" tags="wireTool,electricwirerelay,switch,ceilingLight01_player,electrictimerrelay"/>
		<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2" tags="spotlightPlayer,speaker,pressureplate,pressureplateLong,motionsensor,generatorbank"/>
		<effect_description level="1" desc_key="perkElectricBasicsRank1Desc"/>
		<effect_description level="2" desc_key="perkElectricBasicsRank2Desc"/>
	</effect_group>
</perk>
I'll either add it as a level 2 to that or make it a seperate perk like it was in A16. :)
Thanks mate, will add now to mine. Love the mod, not too hard but feels right with progression etc.

 
Last edited by a moderator:
You are the greatest!! any ideas when all these changes will be available? :D (I have the 7D2D installed with the "Darkness Falls" installed (not the DF experimental) I'm eager to try them all!

 
I just loaded up the new experimental version. I got an error when loading about a loot.xml issue. I tried to play anyways and everything seemed to be fine until I tried to loot a dropped loot bag. I could not loot it as an error came up something about a bad item. Any suggestions. Oh and I did have an increased loot drop mod added at first. Thought that might be the issue so I removed it. Same issue, so I reinstalled your mod and restarted. Same issue

 
I just loaded up the new experimental version. I got an error when loading about a loot.xml issue. I tried to play anyways and everything seemed to be fine until I tried to loot a dropped loot bag. I could not loot it as an error came up something about a bad item. Any suggestions. Oh and I did have an increased loot drop mod added at first. Thought that might be the issue so I removed it. Same issue, so I reinstalled your mod and restarted. Same issue
I suggest starting a new world as well (if you didn't do this).

 
I'd need to know what the error is to even work out where the problem is...

But everyone else seems to be working fine with the latest experimental.

 
Back
Top