Best place would be the wasteland, probably underground.where can i find titanium ore? and if i can find a loooooooot of it
Glad you're enjoying it.I must say to all you game modders and I adore what you are doing and your mods are always fun to play thank you so much!! :cocksure:
I wouldn't worry about it too much. The rad biome still spawns demons. Just means you can't farm for XP, so you'll at least be getting drops.I found a fix for the portals not spawning demons!Activate debugmode,(F1 for console, type dm) close the console and press F3, click the checkbox next to 'ch' and the info about the current region shows up, note the region the portal is in, ie r.5.-3, Move away from that region, close the server/game down and find the r.5.-3.7rg file in the saves folder of the world and delete it. Now it will be reset and will spawn demons again!![]()
Edit. Nevermind. seems like it stopped spawning again after server was restarted![]()
Huh. I was sure the advanced wire tool was perk locked. I'll check it. I don't mind it making fence traps OP if it's class locked.Hello Kaine,love this mod,started it again with latest update.Love to see that behemoths are fixed and coming in every horde night,Also there is bug that I wanted to report or it maybe just mine.The dynamite and advanced wire tool can be crafted without scientist class.Also that advanced wire tool made electric fences way op,those poor zeds barely make it to me on horde night.Also can anyone help me with bunker locations on darkness falls small 2 map?
Love to see this mod growing.
Thanks
<decoration type="model" name="DFalls_Resarch_Lab1" position="3584,18,3544" rotation="3" />
<decoration type="model" name="DFalls_Resarch_Lab1" position="-3515,13,-3540" rotation="0" />
<decoration type="model" name="DFalls_Military_Bunker" position="-3056,35,1793" rotation="1" />
<decoration type="model" name="DFalls_Military_Bunker" position="-2900,36,319" rotation="1" />
<decoration type="model" name="DFalls_Military_Bunker" position="3070,37,-1842" rotation="1" />
<decoration type="model" name="DFalls_Military_Bunker" position="2958,35,-93" rotation="1" />
Ooof. I can't even remember what I've changed....Hello there! First and foremost I Along with my friends Love your Mod and it has revitalized our love for 7D2D! My question is, I have have a server that is running This Mod (Had it installed a couple of weeks ago) and I see that V 2.3 is out now, which files specifically do I need to replace onto the server? Just seeing if I can save time and just upload the ones that were changed as opposed to uploading the whole 2.6 GB of data.
You can't.Hello! How to return XP popup in the bottom right.
Glad to hear you're enjoying it.Great job with the mod - Lovein it... :02.47-tranquillity:
Check the Animal Husbandry section of the journal. It has all the info.Any info on animal farming?I got wolf and boar,but not placing them,since I don't know how to feed them.
I doubt they'd do that. They haven't for more complicated mods like Ravenhearst. Shame really because I think it'd be a great idea for DF, RH, WotW and UL (when SubQuake finally releases it)Hey KhaineGB - I'd like to petition 7daytodie.com to give Darkness Falls its own forum. You know how terrible it is for us to try and navigate 224 pages to find "why can't i get my advance forge perk", and I'm sure you hate having to answer the same question over and over because the community can't help each other easily. If I could make a forum post called "Why cam't I get my advanced forge perk" then you or someone could assist, and bam its there for others.
Would they do this?
Wrenching to level scavenging is intended. The item thing is... sort-of not intended but I just decided to leave it. Seems appropriate for a class-mastery item.Also steel wrench is also bugged or maybe it's intended,when I use it on cars,it give me 2 batteries or 2 engines same quality at same time.Also wrenching cars increase your's scavenging skills.And thanks for bunker locations info
The bleeding effect I cannot confirm OR reproduce. It's working absolutely fine for me locally and I have confirmed the ranged attacks DO NOT proc bleeding in the XML. I used the cop as a base to get the hand items all working, and they don't proc bleeding either.We found another of the large demonbunker POI's, but it's totally impossible to do now with every fireball hit we're getting that bleeding effectAny ideas on how to fix that? It does seem to dehydrate like the fire effect though.
I also have encountered a bug twice now, when the hungerdebuff seems to fire off several times almost causing starvation even when eating large meals. Both times there has been a kindof hazy/drunken effect on the screen before it happens.
Glad you're enjoying it.I just wanted to comment and say this mod and a few others, though this one chiefly has made me fall in love with 7 Days all over again. Thank you for the hard work you put into this mod.
<buff name="buffIsOnFire" name_key="buffIsOnFireName" description_key="buffIsOnFireDesc" tooltip_key="buffIsOnFireTooltip" icon="ui_game_symbol_fire" icon_color="255,0,0" icon_blink="true">
<damage_type value="Heat"/>
<stack_type value="ignore"/>
<duration value="0"/>
<update_rate value="1"/>
<!-- bookkeeping for all burning buffs -->
<effect_group> <!-- extinguish any fire if wet or if buffExtinguishFire is executed -->
<requirements compare_type="or">
<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,1" operation="LTE" value="@_wetness"/>
<requirement name="HasBuff" buff="buffExtinguishFire"/>
</requirements>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningFlamingArrow"/>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov"/>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov2"/>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironmentHack"/>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironment"/>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningElement"/>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurning"/>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleeding"/>
</effect_group>
<effect_group> <!-- terminate only if all burn buffs are gone -->
<requirements>
<requirement name="NotHasBuff" buff="buffBurningFlamingArrow"/>
<requirement name="NotHasBuff" buff="buffBurningMolotov"/>
<requirement name="NotHasBuff" buff="buffBurningMolotov2"/>
<requirement name="NotHasBuff" buff="buffBurningEnvironmentHack"/>
<requirement name="NotHasBuff" buff="buffBurningEnvironment"/>
<requirement name="NotHasBuff" buff="buffBurningElement"/>
<requirement name="NotHasBuff" buff="buffBurningElement2"/>
<requirement name="NotHasBuff" buff="buffBurning"/>
</requirements>
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffIsOnFire"/>
</effect_group>
<effect_group> <!-- run particles -->
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>
<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>
<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire" />
<triggered_effect trigger="onSelfBuffStart" action="AddJournalEntry" journal="onFireTip"/>
<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryBleeding"/>
</effect_group>
</buff>