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

So, I have another silly question to ask. I promise I have looked on the forums and this thread but I can't find an exact answer. Maybe there isn't an exact answer. Anyway, I'm playing DF Alpha 17.2 on the small map (not small 2, just small). I'm absolutely loving this game but I'm to the point now where I can craft titanium and looking into solar panels. I read that titanium is on top in the wastelands and Trader Caitlin is there as well. By any chance does anyone have coordinates for her or approximate coordinates? If not, that's ok. I will keep looking. I just have a really slow computer and run the game on minimal settings so it takes me a bit longer to find places. Thank you in advance and thank you for reading :)
I was also wondering if there was a way to set it to a certain day in the game? I had wanted to set the day back a bit cause I was afk for a period of time and the game just kept running. When I tried doing this, it sent me back to Day 16 (I was on Day 35). I can not get the slide bar in the debug options menu to go past Day 16. Am I doing something dumb or what?
Caitlin locations.

Code:
Caitlin 1.
West: -3544
North: 3278

Caitlin 2.
East: 3456
South: -3664
As for time, you can use settime, or you can type DM, hit esc and set day/time with a slider on the menu. :)

 
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Also, you said the computer you're using is slow?

Open the console with F1 and type this.

Code:
gfx pp enable 0
I've had reports that's getting folks an extra 20 fps on average. :)

 
Darkness Falls v2.1 has now been released to the STABLE branch for everyone. This is the full list of changes compared to v2.04. It has been uploaded to GitLab, so it's available on the launcher under the stable branch. Links on page 1 are valid for this new version. Have fun. :)

  • Updated for 17.3.
  • Added skill notes to quest rewards.
  • Added blank class book to loot as a very rare drop.
  • Rewrote progression again. Now functions more like A16 with per category crafting tier increase perks
  • Changed perks to unlock based on Action Skills, not levels, except for Steel+.
  • Removed perks that increase weapon damage from classes. They are now generic perks and rely on action skill levels instead.
  • Locked perks based on if the relevant class perk has been gained so they cannot be purchased. Should stop players buying them twice.
  • Altered clothes and mods so insulation stuff and impact bracing can be installed on normal clothing.
  • Altered clothes to take the storage pocket mod.
  • Increased inventory size to 96.
  • Locked all inventory slots as encumbrance slots.
  • Reduced encumbrance penalty so the player can still move if all slots are full.
  • Added backpacks. Uses the shirt slot, so shirts may become unequiped.
  • Player granted a Small Backpack on spawn.
  • Added new carry capacity mods for armor.
  • Added 2 extra quality levels.
  • Lockpick crafting tier determined by lockpicking skill. Lockpicks now work on doors.
  • All bolt/arrow recipes should now be craftable without needing a perk. Arrowheads/Boltheads are still locked.
  • 308's CCTV system added.
  • Near Death debuff scrapped and rewritten. Sets Health, food and stamina to 50, and player takes a 25% XP penalty for 30 minutes
  • Food and Drink have custom buffs added to help mitigate the health/food/stamina effects of Near Death.
  • Changed RWG so caitlin and the supercorn POI have a minimum count of 1 per map.
  • New bunker POI's added to RWG.
  • Uranium and Plutonium added to RWG. Found underground in the wasteland.
  • Added new radiated biome with demon portals. Works with 17.3 RWG.
  • Hazmat suit now works vs radiation, but NOT the radiation biome at the edge of the map. This is intentional.
  • Changed titanium ore texture to ice.
  • Got rid of the XP popup in the bottom right.
  • Mod schematics removed. Generic schematic item added. Needed to craft mods but should make doing that easier now.
  • Mod recipes removed from Yeah, Science and added to the Science crafting skill. T1 mods unlocked at level 1, T2 mods unlocked at level 3, T3 mods unlocked at level 5.
  • Tool XP requirements reduced by 25% so they should level faster.
  • Weapon XP requirements increased by 25% so it should level slower.
  • Guppy's motorized shopping cart added. Slightly faster than the bicycle, slower than the minibike but has minibike storage.
  • Action skills now PERMANENTLY unlock. No more green number.
  • Titanium frames removed. 47-ish titanium blocks added. This is basically every steel block shape I could find. Added to laborer mastery instead of the frames.
  • Steel now upgrades to stainless steel. Stainless steel upgrades to titanium.
  • Titanium downgrades to stainless steel. Stainless steel downgrades to concrete like A16.
  • High-end Future Techology skill tree added. Perks only gained via items. Have fun with lasers.
  • Muscle car added. It is mecanic mastery only, faster than the motorcycle and has the most storage.
  • Lower 7 day horde gamestages tweaked to see if it helps with hordes not turning up.
  • Traders can now die. They still respawn.
  • Arrows and bolts can now cause bleed out like they did in A16.
  • Animals and animal husbandry added.
  • Melee bandits and melee survivors added.
  • Sphereii's Localization Patch added to assist with modlet integration.
  • Dire wolves are black again.
  • Some A16 zombie textures re-added so they don't all have black hair.
  • Infection will now kill you if left untreated.
  • All quests changed to Gather instead of Craft to make things easier. Also fixed a rare quest-based NRE.
  • Removed rabbits because they're buggy. Tweaked quests to ensure any referencing rabbits can still be completed.
  • Cement added to Hammer and Forge.
  • Steel tools moved to Hammer and Forge 5. Steel armor removed.
  • Charismatic Nature localization fixed. Now displays that it works like daring adventurer + better barter.
  • Changed sleeper spawning to work more like A16
  • Books no longer have durability.
  • Updated the compo pack to V38.
  • Made sure all compo pack POI's have Copy Air Blocks turned on so they're less likely to be partially underground now.
  • New journal entries added. All class information will now display in the journal as SOON as you make the book. You don't need to read them first.
  • Lowered mastery perk point costs so buying them is more viable.
  • Illnesses now skip stage 0 and go to stage 1. This should help with the illness bug.
  • Antibiotics and honey overhauled to work more like A16.
  • Guard AI changed to work based on faction, so they'll actually shoot Behemoths and Night Stalkers now.
  • Class specific perks are now easier to unlock. Level 3 requires finishing the class quest, levels 4 and 5 require player levels 10 and 20.
  • UI Display re-done for custom workstations to fix the flicker issue. This has caused some minor issues with the trader. Workaround patched in but it doesn't "look" very good.
  • Increased the heal value of the sterile bandage so it's halfway between the normal bandage and the medical bandage.
  • Lowered the stamina and water values of coconut water since it's so easy to get.
  • Grandpa's Awesome Sauce now grants ranged damage instead of bartering increases.
  • All eyewear now has special bonuses. Check item descriptions instead of the stats page for these increases.
  • Fixed damage on Porkins' Shotgun.
  • Kages book and generic skill point book no longer scrap into blank class books.
  • Slightly increased titanium club damage.
  • Radiation biome won't kill you if you have the newbie buff (level 5 or lower)
  • Wandering traders added. They have a VERY low spawn chance and carry a much smaller version of Caitlin's list.

Please be aware there have been a LOT of progression changes. You WILL NEED a new save going from 2.04 to 2.1.

Going from experimental to stable does NOT need a new save.

 
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Probably a stupid question and I'm sorry if these was mentioned in the 160 somewhat pages... How do I carry a save game from Experimental to Stable? The other day some friends and I downloaded and used the mod launcher for the first time then installed the Experimental DF to play on 17.3. Really don't want to have to start over on Stable, but I can't figure out how to transfer my saved game from Experimental to Stable...

 
Going to be honest, that I'm not sure on. I know the mod launcher will organise saves for you on a per mod basis... so I ASSUME you can just copy it from one folder to the other.

But since I don't use the mod launcher myself, I'm just taking an educated guess. :) Hopefully someone more experienced will know how to do it.

 
Going to be honest, that I'm not sure on. I know the mod launcher will organise saves for you on a per mod basis... so I ASSUME you can just copy it from one folder to the other.
But since I don't use the mod launcher myself, I'm just taking an educated guess. :) Hopefully someone more experienced will know how to do it.
I actually found the save folder location shortly after posting that and loaded it up just fine. It was in the original 7DaysToDie folder instead of the copy made by the ModLauncher. :smile-new:

Thank you though for the response and an even bigger THANK YOU for this mod. My friends and I absolutely love it, and I don't think we will be going back to Vanilla anytime soon.

 
Perkalator | Skills and Perks Calculator for Darkness Falls






Wondering how best to spend your skill points? want to experiment with different skill builds without wasting all your points in-game?

Perkalator: The Skills and Perks Calculator for 7 Days to Die fully supports Darkness Falls and includes v2.1 and v2.04 for Alpha 17 (and v1.8.4 for Alpha 16)

Plan you builds today, and maybe share with the community what you think the better builds are for starters, or for the long-game.

(https://perkalator.co.uk/src/Darkness-Falls) will take you into v2.1, but you can select any other modded source in "Settings > XML Sources"

See the full release info here: (https://7daystodie.com/forums/showthread.php?117806-Perkalator-The-Perks-and-Skills-Calculator-for-Modded-and-Vanilla-7-Days-to-Die) including a link to the public discord server

 
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Hello! After updating to 17.3 and updating through the mod launcher, my friends and I started a new save game but when we loaded in any of the worlds (DarknessFalls Medium/Small, and one of the valleys) we saw no terrain generation or any entities other than our hands and inventory. https://imgur.com/AsZDsCn This is basically what we saw. Any insight to what's going on, or how we can fix it?

 
Yep. This happened in 17.2 as well.

Delete the game completely, then delete the mod completely as well. Redownload both and test in single player to make sure it works, then you should be good to go.

Absolutely NO idea which of the two is at fault, but something goes wrong in the update process. :)

 
Not sure if this is an A17.3 or DF issue, but I was just able to wrench an oven down in a trader and it either respawned instantly or incorrectly restored durability back to 100% (hard to tell which), letting you wrench it down infinitely.

Not hurting my game any (I avoid using exploits since there's no fun in that), but thought I'd report it here.

 
I think that's trader oddness. It seems to reset itself occasionally, which has also gotten rid of claim blocks and storage boxes.

 
Just a little clarification: is there a difference between the Experimental and the Stable versions? Like...do I NEED the stable to get all of what's in the patch notes or are those ALSO in the Experimental? I mean...it's no issue for me as I can roll the stable but just wondering.

 
Yep. This happened in 17.2 as well.
Delete the game completely, then delete the mod completely as well. Redownload both and test in single player to make sure it works, then you should be good to go.

Absolutely NO idea which of the two is at fault, but something goes wrong in the update process. :)
Thanks so much for your help! :smile-new:

 
Just a little clarification: is there a difference between the Experimental and the Stable versions? Like...do I NEED the stable to get all of what's in the patch notes or are those ALSO in the Experimental? I mean...it's no issue for me as I can roll the stable but just wondering.
Stable has a couple of extra minor tweaks over experimental.

Mostly localization fixes and a couple of missing icons. I'd use stable over experimental at this point. :)

 
Hi

In the rwgmixer.xml file we now have the following line:

<property name="biomemap1.Name" value="wasteland_hub"/> <property name="biomemap1.Range" value="-1,0.10"/>

what's it for?

on all the servers I've ever modified for this:

<property name="biomemap1.Name" value="wasteland"/> <property name="biomemap1.Range" value="0.97,1"/>

<property name="biomemap4.Name" value="burnt_forest"/> <property name="biomemap4.Range" value="0.95,0.97"/>

<property name="biomemap0.Name" value="desert"/> <property name="biomemap0.Range" value="0.90,0.95"/>

<property name="biomemap3.Name" value="snow"/> <property name="biomemap3.Range" value="0.85,0.90"/>

<property name="biomemap2.Name" value="pine_forest"/> <property name="biomemap2.Range" value="0.0,0.85"/>

but now in this version V2.1 the server does not generate the map with this change...

2019-05-18T10:57:25 545.207 INF WorldGenerator:Exporting Generated Data: Writing Biome data to file 88%

2019-05-18T10:57:27 547.207 INF WorldGenerator:Exporting Generated Data: Writing Biome data to file 91%

2019-05-18T10:57:29 549.207 INF WorldGenerator:Exporting Generated Data: Writing Biome data to file 94%

NullReferenceException: Object reference not set to an instance of an object

at WorldGenerationEngine.GenerationManager+<ExportGeneratedWorldData>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0

at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0

UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator)

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

WorldGenerationEngine.GenerationManager:<onFinish>m__0(TaskInfo)

ThreadManager:UpdateMainThreadTasks()

GameManager:gmUpdate()

GameManager:Update()

(Filename: Line: -1)

What can I do?

Thank you

 
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